Hypnotic Gaze (1/day). As an action, Asmodeus XII can choose one creature that he can see (and can see or hear him) within 5 ft. that must succeed on a Wisdom Saving Throw (DC 19) or be Charmed until the end of his next turn. The Charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. He can use his Action to maintain this effect on subsequent turns.
Instinctive Charm. When a creature within 30 ft. of Asmodeus XII attacks him, he can use his Reaction to divert it if another creature is within the attack’s range. The attacker must make a Wisdom Saving Throw (DC 19). On failure, the attacker must target the creature that is closest to it, not including Asmodeus XII or itself. On success, Asmodeus XII can’t use this feature on the attacker again.
Alter Memories. When Asmodeus XII casts an enchantment spell to charm one or more creatures, he can alter one creature’s understanding so that it remains unaware of being charmed. Once before the spell expires, he can use his action to try to make the chosen creature forget some of the time it spent charmed if it fails an Intelligence Saving Throw (DC 19) or lose up to 4 hours of its memories.
Split Enchantment. When Asmodeus XII casts an enchantment spell of 1st Level or higher that only targets one creature, he can have it target a second creature.
Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8+2) Bludgeoning Damage.
Spellcasting. Asmodeus XII's spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Asmodeus XII is a 20th level spellcaster and can cast the following spells:
Cantrips (at will): Booming Blade, Chill Touch, Fire Bolt, Minor Illusion
3/day each: Blindness/Deafness, Blight, Crown of Madness, Darkness, Faerie Fire, Fear, Healing Word, Hex, Hold Person, Mage Armor, Misty Step, Ray of Sickness, Shatter, Sleep
1/day each: Counterspell, Dominate Person, Mislead, Modify Memory, Power Word Stun, Suggestion, Teleportation Circle
Mind Sharpener Robes (4/day). When Asmodeus XII fails a Constitution Saving Throw to maintain concentration on a Spell, he can use his reaction to succeed instead.
Armor of Magical Strength (6/day). Asmodeus XII can expend a charge and add his Intelligence Modifier to a Strength Check or Strength Saving Throw. As a reaction when he would be knocked prone, he can expend a change to not be knocked prone.
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