Huge Fiend (Demon), Lawful Evil
Armor Class 22 (natural armor)
Hit Points 725 (50d10 + 450)
Speed 30 ft., Fly 120 ft.
STR
30 (+10)
DEX
21 (+5)
CON
28 (+9)
INT
25 (+7)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, CON +18, WIS +19, CHA +19
Damage Resistances Cold
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 13
Languages All, Telepathy 120 ft. All, telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Antimagic Aura. Asmodeus has advantage on saving throws against spells and other magical effects. Spells of level 4 or lower can't damage Asmodeus.

Fiendish Regeneration. Asmodeus regains 40 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and doesn't regenerate.

Legendary Resistance (3/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.

Submission Aura. When a creature moves to be within 120 feet of Asmodeus, they must succeed on a DC 24 Wisdom saving throw or have the frightened condition until they leave the aura. While frightened, creatures kneel before Asmodeus, taking no actions unless he commands otherwise. If Asmodeus deals damage to a kneeling creature, the creature's frightened condition ends. A creature that succeeds the saving throw is immune to this effect for 1 hour.

Actions

Multiattack. Asmodeus makes three attacks using Hell's Blade, Chilling Gaze, or a combination of the two. He can replace one of the attacks with Hellish Smite.

Hell's Blade. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 12) slashing damage plus 21 (6d6) fire damage.

Chilling Gaze. Ranged Spell Attack: +16 to hit, reach 60 ft., one target. Hit: 18 (2d10 + 7) cold damage, and the target has a-1 penalty to all attack rolls they make until the end of their next turn. This penalty can stack.

Hellish Smite. Asmodeus targets a creature he can see within 300 feet of him, calling down a bolt of hellish lightning. The target must make a DC 24 Dexterity saving throw, taking 14 (4d6) lightning damage plus 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Infernal Word: Stun (Recharge 4–6). Asmodeus targets a creature he can see within 120 feet of him. The target must make a DC 24 Intelligence saving throw, taking 32 (5d8) force damage on a failed save, or half as much damage on a successful one. A creature that failed the save is stunned for up to 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save.

Hell-Lord's Suggestion (Recharge 5–6). Asmodeus targets a creature he can see within 120 feet of him. The target must make a DC 24 Charisma saving throw, taking 20 (4d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that failed the save has the charmed condition for up to 1 minute. While charmed, a creature is controlled by Asmodeus, performing only actions that he suggests. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save.

Fires of the Nine Hells (Recharge 6). Asmodeus chooses a point he can see within 500 feet of him, which explodes into a roaring inferno. All creatures within a 60-foot-radius sphere centered on that point must make a DC 24 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting. Asmodeus casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 27):

Reactions

Hell's Absorption. As a reaction to being the sole target of a spell, Asmodeus can attempt to absorb the spell into the Hell's Blade. Asmodeus rolls +2, and if the result is higher than (10 + spell level), the spell is absorbed into the rod and has no effect.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Asmodeus can expend a use to take one of the following actions. Asmodeus regains all expended uses at the start of each of their turns.

  • Channel Flames. The Hell's Blade has 66 charges. Asmodeus may spend its charges to cast one of the following spells from it, with a spell save DC of 20: Lesser Restoration (3 charges), Wall of Force (7 charges), Greater Restoration (12 charges), Chain Lightning (15 charges), Prismatic Spray (23 charges), Globe of Invulnerability (33 charges)

  • Strike (Costs 2 Actions). Asmodeus makes a Hell's Blade attack.

  • Call Underling (Costs 3 Actions). Asmodeus summons an allied Barbed Devil in an unoccupied space that he can see.

 

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Asmodeus can take one lair action to cause the following effect; he can't take the same lair action two rounds in a row:

  • Cleansing Flame. Asmodeus selects one spell effect on himself or a creature of his choice within 60 feet. That spell effect is removed.

  • Attack. The archdevil uses one of their available melee or ranged attacks against a single foe.

  • Cast a Spell. The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.

  • Deceitful Whispers. The archdevil whispers to a creature they can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil.

  • Fiendish Fortitude. The archdevil recharges one of their expended abilities.

  • Frenzy. The archdevil casts Haste on themself. The effect ends at initiative count 20 of the next round.

  • Summon Underlings. The archdevil summons allied devils. A Gaping Maw opens up in the ground with [roll]4d10[/roll] HP, 1d4 Imps crawl out of it every round.

  • Teleport. The archdevil teleports themself to an area they can see within 120 feet.

  • Trap. The archdevil casts the Hold Monster spell.

Monster Tags: Demon

todd_g25

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