Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Nine Hells, and he is unable to take physical form for a time.
Innate Spellcasting . Asmodeus can innately cast Divine Word, Alter Self, Antimagic Field, Banishing Smite, Bestow Curse, Dominate person, Geas, Imprisonment, Wall of Fire, Incendiary Cloud, Prismatic Wall, Fireball, Power Word Kill, Stun, Pain & Forbiddance at 9th level.(Spell save DC 25) His spellcasting ability is Charisma.
Legendary Resistances (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead. Limited Magic Immunity Unless he wishes to be affected, Asmodeus is immune to spells of 5th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Asmodeus's weapon attacks are magical.
Regeneration. Asmodeus regains 30 hit points at the start of his turn.
King of Hell. Asmodues is the undisputed King of Hell. All devils have disadvantage against spells or abilities used by Asmodeus that would command them or affect their minds.
Royal Decree. Asmodeus can cast Command at will, and when he targets devils he can cast it as a 9th level spell. Devils who have sworn fealty to him automatically fail their saving throws.
Ruby Rod of Asmodeus. Asmodeus wields the Ruby Rod, one of the most powerful artifacts ever created. Among other things, it acts as a Rod of Rulership (DC 25), and devils have disadvantage according to the King of Hell. Once per day, if he strikes a devil with it, the devil must make a Constitution Saving Throw (DC 25) or die. If the devil is kneeling, the saving throw automatically fails. Also, any fiend who attacks Asmodeus while he's wielding the rod must make a Wisdom Saving Throw (DC 25) or lose its Action, overcome by the powerful presence of the God. If this happens, Asmodeus can use a reaction to use Royal Decree on the fiend in question (targeting only that fiend).
Hurl Through Hell: When Asmodeus hits a creature with an attack, it can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of Asmodeus' next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once this feature has been used, it cannot be used again until after a long rest.
Multiattack Asmodeus can use his frightful presence. He then makes three attacks; one with scepter, one with hand, and one with tail.
Scepter. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (7d8 + 7 ) piercing damage.
Ranged Weapon Attack +14 to hit, 150/600 ft., one target. Hit: 12 (5d12 + 5) fire damage.
It has has the ability to unleash the dragon fire of the great wrym Black (15 ft. line & 5 ft. area, DC 11 Dex Save, 5d8 acid dmg on fail or half dmg on save), Blue (30 ft. line & 5 ft. area, DC 12 Dex save,4d10 lightning dmg on fail or half dmg on save), and White (15 ft. cone, DC 12 Con save, 5d8 cold dmg on fail or half on save) types each can be cast five/day.
Punch. Melee Weapon Attack +16 to hit, reach 5 ft., one target. Hit (5d8 + 7 ) Bludgeoning damage plus (4d6) fire damage.
Tail. Melee Weapon Attack +16 to hit, reach 5 ft., one target.Hit (4d6 + 7) Bludgeoning damage plus (4d6) fire damage
Frightful Presence. Each creature of Asmodeus’s choice that is within 240 feet of Asmodeus and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Asmodeus's Frightful Presence for the next 24 hours.
Portfolio Sense. Asmodeus can sense anything that pertains to Lawful evil acts (tyranny, trickery, etc) thirteen weeks before it happens and retains the sensation for thirteen weeks after the event occurs. However, he is limited to the ability to perform this feat beyond Hell except with the use of a Hell's Mouth item.
Death Wish. Asmodeus can grant any humanoid three wishes in its lifetime on the condition that when it gives a piece of flesh and on it’s death, it is summoned to be resurrected as a fiend in his service for all eternity. (On agreeing the creature is magically bound to the contract even if wishes aren’t fulfilled according to its desires). Asmodeus can make minor changes to the wishes if he wants.
Teleportation. As a bonus action on his turn Asmodeus can teleport anywhere within his line of sight or in the nine hells.
Asmodeus can take 5 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.
Chilling Gaze (Costs 1 Action). Asmodeus target one creature within 30 ft., the target makes a Constitution Save of DC 25 on a failed save target takes 2d10 psychic damage, target becomes frightened and gains 1 level of exhaustion.On gaining six levels of exhaustion creature doesn’t die but is dominated by Asmodeus.
Hell's Gate (Costs 2 Actions). As the King of Hell, Asmodeus has absolute control over all of the gates and portals that lead to Hell, as well as those within Hell. The Lord of the Nine can cause a gate or portal to open, sucking in those within 60 feet into a location in the Nine Hells of Asmodeus' choosing if they fail a Wisdom Save DC 25. The Mouth remains open for 3 rounds. A Hell's Mouth appears as a great, diabolically evil face with jagged teeth. Flames burst from the gaping maw as it attempts to suck in unlucky victims. The gate is two way and remains open for five rounds (suction only during first round).
Call of the Lord (Costs 2 actions.) Asmodeus can summon three creatures (with a challenge rating of 15 or below) who resides within 9 hells.
Hell on Earth (Costs 1 action.) Asmodeus can cause the surrounding area of 90 ft. to turn into that of Hell. Any creature that enters or is in the area makes a constitution saving throw of DC 25. On fail they take 5d8 fire damage for each round they are inside the area on success they take half the damage. The creatures must continuously make saving throws as long as they are within the area.
Contract established (Costs 1 action). Asmodeus on touching a humanoid or a piece of dead humanoid calls its soul back and forms a new adult body for the soul to enter. If the target isn’t willing to do so the spell fails. The body that is formed for the soul is a Tiefling’s body. The soul retains all it’s memories and experiences and is friendly towards Asmodeus (his memories are altered such that it obeys Asmodeus).
Description
Lair and Lair Actions
Asmodeus resides in Nessus, the lowest and most terrible of all the 9 hells.
Lair Actions
Every 3 rounds, Asmodeus takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Causes a eruption of fire to spew out of 3 points he can see within 90 feet. (DEX saving throw; DC 18. On Fail; 5d6 Fire Damage, On Pass; Half damage.) The eruption leaves a small crater 5 feet across and 5 feet deep.
- Causes lava to pool out of fissures in the ground in 2 spots he can see within 90 feet. If a creature is caught or starts it's turn in the lava, it takes 5d6 fire damage and any flammable items go up in flames. (DEX saving throw; DC 16. On Fail; 5d6 Fire damage; On pass, Half Damage.) The flow stays for a week and is around 10 feet deep.
- A random Fiend under CR 15 is summoned to help Asmodeus. It occupies a space he can see within 30 feet.
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