Legendary Resistance (4/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.
Protecting the Supreme Master. While holding the rod the wearer is heavily protected and gives the wearer the following properties:
Protected by a antimagic field.
At the beginning of the wearer's turn, the wearer heals 6d6 hit points.
3/day the rod can redirect spells and harmful effects that would affect the wearer into the rod
At dawn each day the rod regains 2d6 + 3 charges.
Wounds Everlasting. The body of Asmodeus is covered in wounds, eternally open and bleeding from his fall that created Baator. At the beginning of his turn Asmodeus takes 6d6 piercing damage from his wounds. This damage does not affect concentration spells.
Charming pressence. All creatures within 120ft. of Asmodeus are considered charmed until Asmodeus attacks it.
Innate Spellcasting. Asmodeus is an 30th level spellcaster. Asmodeus' spellcasting ability is Intelligence (spell save DC 24, +15 to hit with spell attacks). Asmodeus can cast the following spells, requiring no material components:
At will: animate dead, dominate monster, create undead, detect magic, locate creature, dimension door, geas, dispel magic, wall of fire, fire storm, protection from evil and good(only good), major image, charm person, project image, lesser restoration, resurrection, suggestion
1/day: Any Power Word (power word kill/power word stun), symbol, meteor swarm, greater restoration, divine word, wish.
Ruby Rod of Asmodeus. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 50 (6d6 + 20) fire damage.
Master of the Rod.
Any spell attack you make with the Rod deals an extra 2d10 fire damage.The rod has 20 charges. You can use an action and expand 1 or more charges to cast one of the following spells (spell save DC 24):
Spell. eldritch blast
Spell (Costs 2 Charges). insect plague
Acid Breath (Costs 3 Charges). The rod releases acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Cold Breath (Costs 3 Charges). The rod releases an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Lightning Breath (Costs 4 Charges). The rod releases a lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Supreme Master of the Nine. 1/hour: Asmodeus can summon one pit fiend or two devils of the following kind within 100ft. of Asmodeus:
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.
Overlord of Baator: Asmodeus casts command, when targeting a devil it can't take a saving throw against it.
Teleport. Asmodeus casts teleport on himself.
The Rod (Costs 2 Actions). Asmodeus exerts his power of the rod. You may expend charges from the Rod.
Blinding light (Costs 3 actions). Brilliant sunlight flashes in a 150-foot radius centered on a point you choose within 100ft., each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.
Description
Asmodeus is the supreme ruler of Baator, and the supreme archduke of Nessus, the ninth level of Baator. As the ruler of Baator, Asmodeus can freely travel between the layers and is the sole being that can allow beings to travel between the different layers of Baator, including Nessus but he never does so.
Asmodeus is the god of Indulgence and rarely fights himself, preferring manipulation and deception over action but if pushed he is not afraid of demonstrating his divine power through this avatar
(this build is still in early stages, will continuously add to the sheet the next few days)
Lair and Lair Actions
Asmodeu's home is Nessus, the ninth layer of Baator. The entirety of Baator is a part of Asmodeu's lair, his innate power growing the closer he is to Nessus and his stronghold of Malsheen.
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:
- Enter a description for a lair action.
- Enter a description for a lair action.
(Coming in next editions, ideas creatly appreciated <3)
Regional Effects. Whilst within a layer of Baator (otherwise a 1000ft surrounding Asmodeus) every creature is extremely saddened and angered. The longer Asmodeus resides in a plane of existence the more extreme affects occur as follows:
- Children are born as tieflings of Asmodeus.
- The smell of sulfur intensifies with each passing day.
- food tastes like maggots
- Water turns to blood
When Asmodeus leaves a plane or a layer of hell or his avatar dies the surroundings go back to normal after 6 days.
Previous Versions
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11/10/2019 4:56:53 PM
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11/10/2019 6:15:31 PM
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11/10/2019 6:17:58 PM
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11/10/2019 9:38:52 PM
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11/12/2019 12:14:19 AM
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11/14/2019 9:49:31 PM
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7/19/2020 2:34:17 PM
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