Gargantuan Fiend, Lawful Evil
Armor Class 27 Natural armor
Hit Points 1200 (45d20 + 600)
Speed 120 ft., Walk 60 ft.
STR
26 (+8)
DEX
28 (+9)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +18, CON +19, CHA +19
Skills Deception +40, Persuasion +40
Damage Resistances Acid, Necrotic, Thunder
Damage Immunities Cold, Fire, Lightning, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 35
Languages All (Telepathy)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Shapechanger. Asmodeus can use his action to polymorph into any form of any size he wishes; however, his True Form is always Gargantuan.

Limited Spell Immunity. Any spell of 6th level or lower doesn't affect Asmodeus unless he allows it.

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

Inscrutable. Asmodeus' thoughts cannot be read by any means. Additionally, any words he speaks cannot be discerned as truthful or a lie, except by beings of similar powers ( see Gods).

Limited Immortality. Asmodeus doesn't age, he can't be aged by any means, and he doesn't require air, food, drink, or sleep to survive. Additionally, if he is reduced to 0 HP outside of the Nine Hells, his soul returns to the 9th layer and reforms in 1d6 hours. When he is reduced to 0 HP in his lair, his soul emerges from his body, has a flying speed of 50 ft., and the ability to pass through creatures and objects as if they were difficult terrain. His soul can be captured by casting a 9th level Soul Cage or by means of a Wish spell. The only way to permanently kill Asmodeus is to destroy his soul with radiant damage while in his lair. Dealing at least 60 points of radiant damage to his soul will destroy it. However, this radiant damage must be dealt with one attack or one casting of a spell (spells that last multiple rounds don't apply). His soul is immune to all other damage.

Innate Spellcasting. Asmodeus is a 30th-level spellcaster. His spellcasting ability is Charisma (spell save DC 28). Asmodeus has the following spells prepared:


At will: Fire Bolt (8d10), Poison Spray (8d12), Ray of Frost (8d8), Toll the Dead (8d8/8d12)


1st level (6 slots): Burning Hands, Charm Person, Magic Missile, Shield

2nd level (5 slots): Hold Person, Mirror Image, Scorching Ray, Suggestion

3rd level (5 slots): Counterspell, Dispel Magic, Fireball, Major Image

4th level (4 slots): Banishment, Dimension Door, Sickening Radiance, Wall of Fire

5th level (4 slots): Cloudkill, Cone of Cold, Dominate Person, Telekinesis

6th level (3 slots): Chain Lightning, Circle of Death, Mental Prison, Mass Suggestion

7th level (3 slots): Fire Storm, Plane Shift, Prismatic Spray, Teleport

8th level (2 slots): Dominate Monster, Incendiary Cloud, Power Word Stun, Sunburst

9th level (2 slots): Gate, Meteor Swarm, Power Word Kill, Wish

10th level (1 slot, optional): Devil's Word

Each creature of Asmodeus' choice within 300 ft. of him must make a DC 25 Charisma saving throw. On a failure, they are sent to a layer of the Nine Hells of Asmodeus' choice (though they don't all need to be on the same layer). Immediately after being transported, roll 1d6.They encounter a number of devils corresponding to the number rolled.

On a 6, 1 pit fiend.

On a 5, 1d6 ice devils

On a 4, 2d4 horned devils or erinyes

On a 3, 2d6 chain devils or bone devils

On a 2, 2d8 barbed devils

On a 1, 3d6 bearded devils.

The only way to escape is to cast Dispel Magic or Plane Shift at 9th level. The creature(s) then appear in the space they disappeared from or the nearest unoccupied space.

On a success, the creature is not banished, but instead suffers 12d10 psychic damage as they witness the horrors of Hell.

Legendary Resistance. (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.

Magic Weapons. All of Asmodeus' weapon attacks are magical and deal additional fire or poison damage on a hit (included in the attacks).

Regeneration. Asmodeus regains 30 HP at the start of each of his turns.

Actions

Multiattack. Asmodeus uses his Frightful Presence, then makes three attacks: Two with his sword and one with his staff, or two with his claws and one with his bite.

Sword. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (4d6 slashing + 4d6 fire + 10) damage. 

Staff. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 42 (4d8 bludgeoning + 4d8 fire + 10) damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15  ft., one target. Hit: 32 (4d6 slashing + 4d6 poison + 10) damage.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 22 (4d10 piercing) damage and the target must succeed on a DC 25 Constitution save or be poisoned. On a failure, while poisoned in this way, the target can't regain hit points and it takes 32 (8d6) poison damage at the start of each of its turns. The poisoned target can use their action to repeat the saving throw, ending the effect on a success. On a success, the target isn't poisoned and takes half of 32 (8d6) poison damage. A target that is immune to the poisoned condition or poison damage is immune to this effect.

Frightful Presence. Every creature of Asmodeus' choice within 240 ft. must succeed on a DC 25 Wisdom saving throw or become Frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save or when the effect ends, the target is immune to Asmodeus' Frightful Presence for the next 12 hours.

Reactions

Multiple Reactions. Asmodeus can take one reaction per turn, instead of one per round.

Legendary Actions

Asmodeus can take 5 legendary actions, choosing from the options below. Only one legendary action 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 their turn.

Attack. Asmodeus attacks with his sword or claw.

Cast a Spell (Costs 2 Actions). Asmodeus casts a cantrip or spell.

Fiery Damnation (Costs 3 Actions). Each creature of Asmodeus' choice within 150 ft. must make a DC 25 Constitution save or take 20d12 necrotic damage, as black flames erupt from the ground. They take half as much damage on a success.

Ruthless Rebuttal (Costs 2 Actions). Asmodeus attacks with his staff or bite.

Teleport. Asmodeus teleports to an unoccupied space of his choice within 120 ft.

Description

Asmodeus, the Lord of the Nine Hells, has many different depictions, though it is rumored he never shows his true face. It's always an avatar that interacts with mortals and, in most cases, the devils that are his subordinates. The only creature(s) that might have seen his true form are the Archdevils and perhaps the Demon Lords during the Blood War. However, Asmodeus fights only as a last resort. He much prefers to talk, and lie, and strike deals. And of course he sends henchman to do the dirty work of killing others. If a group of mortals are stupid enough to come to the 9th layer of Hell, he might even invite them to the castle to entertain himself. Though he gets no greater pleasure than toying with the emotions and minds of mortals, he is easily offended and won't hesitate to strike down someone for the smallest of slights, even if they didn't intend it as one. After all, once they're dead, he can claim their soul, so long as they die in his lair. Outside his lair, on the other hand, is a different matter entirely. He has to plan, and scheme, and seduce, leading mortals to the path of darkness, so that when they inevitably pass from the Material Plane, their soul will undoubtedly come to him.

Lair and Lair Actions

Asmodeus' Lair

The lair of the Lord of the Nine Hells can only be described as simultaneously magnificent and terrifying. A decadent palace of twisted black iron and obsidian, looming over the scorched and cracked landscape, overseeing the rivers of lava and boiling pits of damnation as lost souls cry out in agony. Only the bravest or most foolish of adventurers enter here, and its rumored none have ever returned. The very landscape is a labyrinth of razor sharp rocks and poisonous fumes, while pits as black as tar blend with the shadows and claim any not careful enough to spot them. The sky around the palace is filled with smoke and devils with wings, keeping an eye for any prey that believes there is any safe haven to be found here in the unforgiving depths. If one is lucky enough to pass all these challenges, they still must make their way into the castle of the Lord himself. The castle itself is a puzzle, rumored to have been designed by the Archdevil Mephistopheles, with winding stairs that lead to nowhere and doors that don't lead to the same room twice. While the poor soul toils to find a way through, they are constantly tempted with food, water, rest, sex... any earthly pleasure that might distract them and, in the end, claim their soul. For that is the cruelest trap of all. Any soul lost here is bound to the castle, and in service to Asmodeus, for eternity. Unless, of course, a deal can be struck.

 


 

Lair Actions

On initiative count 20 (losing initiative ties), Asmodeus takes a lair action to cause one of the following effects; Asmodeus can’t use the same effect two rounds in a row:

  • Displacement: One target in Asmodeus lair (see 9th layer of Hell) must succeed on a DC 25 Charisma save or take 6d10 psychic damage and be teleported to an unoccupied space of Asmodeus' choice. On a success, they take half as much damage and aren't forcefully moved.
  • Hideous Aura: One target that can see or hear Asmodeus must succeed on a DC 25 Wisdom saving throw or become Frightened for one minute. While frightened in this way, it is also Paralyzed. The target can repeat its saving throw at the end of each of its turns, ending the effect on a success.
  • Fire and Ice: Asmodeus chooses two points in his lair. Springing forth from the first point is a 20-ft radius sphere of fire and and springing from the second is a 20-ft radius of ice. Each creature in the fire's area must succeed on a DC 25 Dexterity save or take 8d6 fire damage, plus an additional 1d6 for every 5 feet moved while in this area. On a success, they take half as much of the initial damage, but the continuing damage persists. Each creature in the ice's area must succeed on a DC 25 Constitution saving throw or take 8d6 cold damage, or half as much on a success. Additionally, targets in this area must succeed on a DC 15 Dexterity check any time they move 5 feet or more. On a failure, they fall prone and end their movement. Any creature that starts their turn here takes an additional 2d6 cold damage as hailstones rain down on them.

Regional Effects

The region containing Asmodeu’s lair is warped by Asmodeus' magic, which creates one or more of the following effects:

  • Poisonous fumes commonly erupt within 5 miles of the castle.
  • Tar pits within 1 mile of the castle can easily be mistaken for deep pools of water.
  • Black smoke and lava flows can form within 1 mile of the castle, hindering any non-devils or creatures not resistant to fire.

If Asmodeus dies, these effects fade over the course of 4d8 days.

AlistorSoren

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