Legendary Resistance (3/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.
King of Baator. Asmodeus is treated as both a Celestial and Fiend when it comes to abilities and traits. Extra damage dealt due to his fiendish or celestial types are halved (i.e. Divine Smite).
Devil's Sight. Magical darkness doesn't impede Asmodeus' darkvision.
Limited Magic Immunity. Asmodeus cannot be detected or effected by spels of 6th level or lower unless he wishes to be. Asmodeus has advantage on saving throws against spells and other magical effects.
Immutable Form. Asmodeus is immune to any spell or effect that would alter his form unless he wishes to be affected.
Regeneration. At the start of each of his turns, Asmodeus regains 20 HP. If he takes radiant damage, this trait doesn't function at the start of his next turn. Asmodeus' body is only destroyed if he starts his turn with 0 HP and doesn't regenerate.
Innate Spellcasting. Asmodeus' spellcasting ability is charisma (+18; Spell Save DC 25). Asmodeus can innately cast the following spells, requiring no material components.
At will: plane shift, detect magic, hold monster, wall of fire, charm person.
Asmodeus can also cast the Shapechange spell onto himself to transform into one of the following forms. Asmodeus can concentrate on other spells when transformed in this way, but must still make concentration checks to maintain these forms. When one form is destroyed or concentration is no longer maintained, he can transform into the next immediately, or back into his original form. He can only transform into each form once per day.
Asmodeus, the Damned (Pit Fiend, Type: Celestial);
Asmodeus, the Fallen (Deathpact Angel, Type: Celestial); and
Asmodeus, the Horror (Nightwalker, Type: Celestial);
While in each of these forms, the environment changes as detailed in the lair section. In these forms, Asmodeus can turn any damage he deals into either fire, radiant, or necrotic.
10th Level (1/week): Rite of Astral Banishment
Multiaction. Asmodeus makes three actions from the following list: an attack with his rod, an attack with his tail, hurl flame, or a casting of a spell.
Ruby Rod of Asmodeus. The ruby rod can be used to make melee attacks, fire elemental energy, or utilize the charges to have other effects. The rod has 12 charges for Asmodeus to use.
Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage + 60 force damage. Asmodeus can push the target 5 ft away if it is huge or smaller.
Release Energy: The rod can be activated as an action to shoot a beam or cone of elemental energy. The energy can be in the form of a 150 foot line of electricity (DC 20 dexterity save), a 150 foot line of acid (DC 20 Dexterity save), or a 75-foot cone of intense cold (DC 20 Constitution save). Creatures that fail their saves take 10d12 damage of the elemental type, or half as much on a successful save.
Command Obedience (1-3 Charges). Asmodeus can expend charges to cast the [Tooltip Not Found] (1 charge), the Charm Monster spell (2 charges), or the Hold Monster spell (3 charges) from the rod. The DC for these spells is 22.
Spell Absorption (2 charges). The rod can protect the Asmodeus from spells by absorbing them into the rod. As a reaction, 2 charges may be used to absorb a spell from a hostile enemy that targets him. When Asmodeus does so, roll 1d6. On a 1 or 2, the spell effects him normally. On a 3 or 4, the spell's effects do not harm him, and he regains hit points equal to 10 x the spell's level. On a 5 or 6, the rod regains 1 charge per level of spell cast, to a maximum of 3 with cantrips regaining 1 charge.
Infernal Protection (5 charges + 1/day). Asmodeus can expend 5 charges to summon a wall of force around the himself that also serves as a 50-foot radius antimagic field that magically heals him. While in this sphere, he can remove any one status condition at the start of each of his turns (i.e. blindness, frightened, 1 level of exhaustion, etc..). After being in the sphere for the entire duration (1 minute), lost body parts that grow back, diseases, and poison-induced effects, and all of his hit points. If the wall is at all broken, the effects stop.
Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 19 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time Asmodeus hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Blazing Edict (Recharge 5-6). Asmodeus fills a 60 foot sphere centered on him with infernal energy, dealing 45 fire damage to any creatures within it. Creatures that take any of this damage must make a DC 25 Wisdom saving throw or become [condition]stunned[/stunned] until the end of Asmodeus' next turn.
Countercharm. If any creature attempts to charm Asmodeus, he may immediately tap into that creature's mind. That creature must succeed on a DC 25 Wisdom save or become charmed for 1 minute. Such a creature remakes the save at the end of each of its turns, ending the effect on a success.
Counterspell. If a creature casts a spell within 30ft of Asmodeus, he can use his reaction to try and counter it. This operates as a casting of the Counterspell spell. Charisma is his spellcasting ability for this spell.
Asmodeus has 5 legendary actions per round, and can use each at the end of another creature's turn. Asmodeus regains all legendary actions at the end of each of his turns, and cannot use the same action twice in the same round. In addition, Asmodeus has special legendary actions for when he is seated on the Throne of Baator or holding the Rod of Asmodeus; and when he is engaged in combat. He can only use throne actions when seated on the throne or holding the Rod of Asmodeus, and the melee actions when he is standing in the heat of battle.
Legendary Throne Actions
Command Army (Costs 1 Action). All allies of Asmodeus that can hear him can move up to half of their movement.
Reflexive Decision Making (Costs 1 Action). Asmodeus regains his reaction.
Condemnation (Costs 3 Actions). Up to 1d6 creatures within 360ft. of Asmodeus that he can see must make a DC 22 Charisma saving throw or fall prone. In addition, failed creatures take 2d6 slashing damage as whips of force lash out at those targets. Such targets gain the "Condemned Curse" until the end of their turn. While this curse is active, sufferers cannot stand or otherwise leave the ground. Creatures immune to the prone condition are immune to the curse, but still take the slashing damage.
Legendary Melee Actions
Blackening Abyss (Costs 1 Action). Asmodeus surrounds himself with black tendrils. All creatures within 20ft. of Asmodeus must make a DC 22 Strength Saving throw, or be pushed up to 30ft away or towards Asmodeus (each creature chosen individually).
Oppression (Costs 2 Actions). One creature within 60ft of Asmodeus in which he is aware of must make a DC 24 Wisdom saving throw or be thrown to the ground in a violent force. That creature is prone and restrained until they use their action to break free of such a force. To break free, they must succeed on a DC 16 Strength (Athletics) or Dexterity (Acrobatics) check.
Teleport (Costs 3 Actions). Asmodeus magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Description
Asmodeus has lost his divine power and is now vulnerable. Even so, he is a great threat to the party. He will summon his servants to fight in his stead rather than engage directly himself.
The many forms he can take depict his experiences in history. The Fallen when he was cast down from the upper planes, The Damned when he was but a servant in the nine hells, and the horror, to depict when he raged a horrific blood war upon the material plane. Each look like he did during that time in history.
Asmodeus has one use of the Astral Banishment spell. He will utilize it to punish those who would betray him, banishing them to Tartarus.
Lair and Lair Actions
Lair Description
Asmodeus' lair is the throneroom in the center of hell. The lair can be magically altered to reflect his current form.
The Betrayed. The lair is a flat tile environment. Here, there are no specific status ailments or effects.
The Damned. While in pit fiend form, the ground changes to be covered in tiny spikes. Creatures other than asmodeus must move at half their movement speed across the ground or take 1d6 piercing damage per 5ft of movement taken.
The Fallen. While in the angel form, the entire lair is covered in magical darkness, as if casting the darkness spell.
The Horror. While in this form, the entire arena changes to be a freezing cold landscape. Upon first taking this form, all creatures in the lair must make DC 15 Constitution saves or gain 1 point of exhaustion. In addition all fire damage dealt is halved.
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:
- Asmodeus spawns 1d4 Hellwasps.
- Five 20ft x 20ft x 120ft pillars of fire erupt from the ground within 300ft of Asmodeus. All creatures within their range must make DC 18 Dexterity saving throws or take 4d10 fire damage, or half as much on a successful save. Creatures that end their turn within these pillars of fire must repeat the save, suffering the same consequences. These pillars remain for 2 rounds, or until this lair action is used again.
- Asmodeus fills the entire lair with an intensive heat. All creatures without immunity to fire damage must make DC 18 Constitution saving throws or gain one level of exhaustion. Creatures with resistance to fire have advantage on the save, but creatures who are wearing medium or heavy armor have disadvantage on the saving throw.
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