Fear Aura. Any creature hostile to the ashmede that starts its turn within 20 feet of the ashmede must make a DC 15 Wisdom saving throw, unless the ashmede is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the ashmede’s Fear Aura for 24 hours.
Innate Spellcasting. The ashmede’s innate spellcasting ability is Charisma (spell save DC 15). The ashmede can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic
3/day each: dispel magic, greater invisibility
1/day each: forcecage
Magic Weapons. The devil's weapon attacks are magical.
Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
Multiattack. The ashmede makes three attacks: two with its scythe and one with its wings.
Scythe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) slashing damage. If the ashmede scores a critical hit, it rolls damage dice three times, instead of twice.
Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Description
Hell is always associated with evil, but its lawful aspect is oft forgotten. There may be more backstabbing and politicking than any mortal could understand, but ultimately, devil society is all about the rules. The ultimate arbiter of devil law is, of course, Asmodeus, the King of Hell and Lord of the Ninth Circle. Only the worst crimes, the most heinous infractions, are brought directly to Asmodeus’s attentions. His judgment is final and, in most cases, brutal.
Enter the ashmedes. These devils of vengeance enforce the judgments of Asmodeus. When the King of Hell pronounces a death sentence, ashmedes carry it out. Since Asmodeus doesn’t feel it necessary to warn the condemned in advance, the first indication they receive is a scythe-wielding ashmede attacking out of nowhere. No pleas are accepted.
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