Gargantuan Fiend (Demon), Chaotic Evil
AC 22 (natural armor)    Initiative +2 (12)
HP 620 (32d12 + 256)
Speed 60 ft., Fly 60 ft.
Mod Save
STR 29 +9 +17
DEX 14 +2 +2
CON 26 +8 +16
Mod Save
INT 20 +5 +13
WIS 17 +3 +11
CHA 30 +10 +18
Skills Insight +11, Perception +19
Resistances Lightning
Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical; Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Truesight 120 ft.; Passive Perception 29
Languages All, Telepathy 120 ft.
CR 26 (XP 90,000; PB +8)
Traits

Legendary Resistance (4/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.

Hellfire damage: 

  • Entering Hellfire: 5d10
  • Thrown into Hellfire: 10d10
  • Submerged into hellfire: 18d10

Flyby. Asmodeus doesn't provoke opportunity attacks when he flies out of an enemy's reach.

Magic Resistance. Asmodeus has advantage on saving throws against spells and other magical effects.

Hellfire Explosion (1/Day). Asmodeus's skin cracks as hellfire erupts from his body. Each creature of Asmodeus's choice within 60 feet of him must make a DC 22 Dexterity saving throw.

On a failed save, a creature takes (10d12) hellfire damage, is pushed up to 20 feet directly away from Asmodeus, and takes 1 level of exaustion.

On a successful save, the creature takes half as much damage and isn't exausted.

Bloodied: At 310HP Asmodeus explodes with Hellfire. He immediately uses Hellfire Explosion and a 5' circle of hellfire appears in the center of the battlefield that grows 5' every turn on initiative 20. You take 10d10 hellfire damage for going through it and gain 1 level of exhaustion.

In addition, enemies who attack Asmodeus in melee take 5 hellfire damage after every hit and he can now use throw.

Last Stand: Asmodeus is dying, 200 more HP until he dies. The following happens immediately:

  • His speed doubles.
  • All negative conditions on him end
  • His melee attacks deal an additional 10 Hellfire damage
  • Hellfire erupts from the center of the battlefield and expands by 10' after every players turn.

If Asmodeus goes down to 0 HP he uses hellfire explosion again as he explodes and his realm starts to crash down

Actions

Multiattack. Asmodeus makes two fist slam attacks and then uses gaze.

Fist slam Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (3d12 + 9) force damage and the creature is grappled If the target is a creature, it must succeed on a DC 22 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. 

Throw If the target is already grappled, Asmodeus may throw it up to 60 feet instead of making an attack. The creature takes 6d6 bludgeoning damage when it lands, plus any damage from the terrain it lands in.. The creature must succeed on a DC 24 Dexterity saving throw or fall prone after landing. If the creature lands in Hellfire or lava, it immediately suffers those effects. 

Gaze. Asmodeus  turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC 22 Wisdom saving throw or suffer one of the following effects (choose one) A creature affected by a Gaze can't be targeted by another Gaze until the start of Asmodeus's next turn.

Beguiling Gaze. The target is stunned until the start of Asmodeus next turn or until Asmodeus is no longer within line of sight.

Confusing Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Asmodeus next turn. Asmodeus doesn’t need to concentrate on the spell.

Hypnotic Gaze. The target is charmed by Asmodeus until the start of Asmodeus next turn. Asmodeus chooses how the charmed target uses its action, reaction, and movement. 

Spellcasting. Asmodeus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):

At will: detect magic, major imagedimension door, counterspell (5th lvl)

3/day each: dispel magic, fear, telekinesis

1/day each: feeblemind, project image

Bonus Actions

 

 
Legendary Actions

Asmodeus can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Asmodeus regains spent legendary actions at the start of his turn.

Fist Slam/Throw

Thunderous slam +19 to hit, range 200 ft., one target, origin is speaker array. Hit: 36 (5d10 + 9) thunder damage and they are knocked prone.

Gaze. Asmodeus uses Gaze and must use either Beguiling Gaze or Confusing Gaze.

Hellfire Gaze (costs 2 actions). One creature Asmodeus can see within 200 feet must succeed on a DC 22 Constitution saving throw, on a failure, the PC chooses one, Gain 1 level of exhaustion or combust in 10d10 Hellfire damageSuccess: The creature takes half damage and suffers no exhaustion.

Cast a Spell (Costs 2 Actions). Asmodeus uses Spellcasting.

Finnyous

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