Large Fiend (Devil, Shapechanger), Lawful Evil
Armor Class 21 (plate)
Hit Points 621 (80d20 + 440)
Speed 50 ft., Fly 150 ft.
STR
30 (+10)
DEX
29 (+9)
CON
30 (+10)
INT
30 (+10)
WIS
28 (+9)
CHA
28 (+9)
Saving Throws STR +19, CON +19, CHA +18
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Poisoned
Senses Darkvision 190 ft, Passive Perception 30
Languages All, Telepathy 190 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Shapechanger. Asmodeus can change into any form he wishes. His statistics stay the same, save size.

Spellcasting. Asmodeus is a 20-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Asmodeus has following spells prepared:
Cantrips (at will): Acid splash, Fire bolt, Friends, Mage hand, Poison Spray


1st level (at will): Burning hands, Chromatic orb (necrotic, fire, poison, or cold damage only ), False life, Tasha's hideous laughter

2nd level (at will): Blindness/deafness, Crown of madness, Flaming sphere, Scorching ray

3rd level (at will): Animate Dead, Lightning Bolt, Fireball

4th level (at will): Banishment, Evard's black tentacles, Phantasmal Killer, Wall of fire

5th level (5 slots): Cone of cold, Modify memory, Wall of force

6th level (4 slots): Chain lightning, Circle of death, Flesh to stone

7th level (4 slots): Delayed blast fireball, Finger of death, Teleport

8th level (3 slots): Control Weather, Dominate monster

9th level (3 slots): Power word kill, Weird, Fire of the Nine Hells  (see my Homebrew spells)

Legendary resistance (6/Day). When Asmodeus fails a saving throw he can choose to succeed it instead.

Regeneration. Asmodeus gains 30 hit points at the start of his turn unless he takes 15 or more radiant damage. Asmodeus only dies if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. Asmodeus makes 9 attacks.

Flaming cleaver. Melee Weapon Attack: +20 to hit, reach 8 ft., 1 target. Hit: 46 (8d8 + 10) slashing damage 17 (1d12+10) fire damage. 

Fireball. Ranged Weapon Attack: +19 to hit, range 300/580 ft., 1 target. Hit: 81 (8d12 + 9) Fire damage.

Teleport. Asmodeus teleports to an unoccupied space within 120 ft.

Legendary Actions

Asmodeus can take 6 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 gains all spent actions on his turn.

Attack.  Asmodeus uses an action.

Spell. Asmodeus casts a spell requiring one action for every 3rd level of the spell (1st-3rd lv, one action, 4th-6th lv, two actions, 7th-9th lv 3 actions). Asmodeus does not need to use a spell slot if he has one for that level.

Regain spells. Asmodeus regains up to 6 spell slots, costing him one action for every spell slots regained. Every level above 5th costs an extra action.

Teleport. Asmodeus teleports to an unoccupied space within 120 ft.

 

Description

Asmodeus is the lord of the Nine Hells and the most powerful Archdevil. He rarely shows his true form, and usually appears as a handsome man with a cropped beard,  two small horns and giant wings sprouting from his back. He rules the last lair of the Nine Hells, Nessus. He was accused of terrible crimes, and judged by the lord of modrons. He plots to be ruler of the cosmos.

Lair and Lair Actions

Amodeus' lair is the citadel-spire in the last lair of the Nine Hells, Nessus.  It is called Malsheem. Malsheem resembles a gigantic hollowed out stalagmite. The citadel is also a prison for souls that Asmodeus has locked away for safekeeping. Convincing him to release even one of the souls comes at a steep price, and it is rumored that the Archduke of Nessus has claimed whole kingdomes for souls.

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 creates a flaming rock dropping it on a target of his choice. The target must make a DC 18 dexterity saving throw or take 19 (3d10) fire damage and 23 (4d10) bludgeoning damage and be knocked prone.
  • Asmodeus uses his Fireball action.

Regional Effects

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

  • Everyday a giant flaming rock falls on a settlement. Use Asmodeus' first lair action for statistics of the rock
  • The ocean becomes a boiling mass of lava. Any creature without a swimming speed that attempts to swim in it dies. Any creature with a swimming speed is reduced to half its hit points .

If Asmodeus dies, these effects fade over the course of 1d12 days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2020 10:17:24 PM
287
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3/24/2020 3:24:03 PM
282
1
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3/24/2020 7:49:15 PM
266
1
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coolthing

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