Large Fiend (Devil, Titan), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 638 (54d10 + 432)
Speed 30 ft., Fly 60 ft.
STR
28 (+9)
DEX
14 (+2)
CON
26 (+8)
INT
25 (+7)
WIS
19 (+4)
CHA
26 (+8)
Saving Throws DEX +11, CON +17, WIS +13
Skills Arcana +14, Deception +15, Insight +11, Persuasion +15
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 16
Languages Common, Infernal, Telepathy 120 ft.
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Fear Aura. Any creature hostile to Asmodeus that starts its turn within 20 feet of him must make a DC 25 Wisdom saving throw, unless Asmodeus  is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Asmodeus’ Fear Aura for the next 24 hours.

Innate Spellcasting. Asmodeus’ spellcasting ability is Charisma (spell save DC 25). Asmodeus can innately cast the following spells, requiring no material components:

At will: command, fireball

3/day each: slow, hold monster, hold person, dominate person, raise dead, teleport, compulsion, divine word

1/day each: imprisonment, meteor swarm

Legendary Resistance (3/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 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Asmodeus’ weapon attacks are magical.

Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to her domain in the Nine Hells, and he is unable to take physical form for a time.

Regeneration. If Asmodeus has at least 1 hit point, he regains 30 hit points at the start of his turn.

Actions

Multiattack. Asmodeus makes three attacks with his Maul.

Maul. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 14 (4d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire. If the target is a creature, it must succeed on a DC 25 Constitution saving throw or be stunned until the end of its next turn.

Legendary Actions

Asmodeus can take 3 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.

Fireball. Asmodeus casts fireball.

Tactical Edge (Costs 2 Actions). Roll a d6 for Asmodeus. The number rolled on the die is subtracted from the next attack roll made against Asmodeus or an ally of his choice within the next minute.

Summon Pit Fiend (Costs 3 Actions). Asmodeus magically summons an Pit Fiend (Summoner Variant). The pit fiend appears in an unoccupied space within 60 feet of Asmodeus, acts as Asmodeus’ ally, and can summon other devils if it has such power. The pit fiend remains until Asmodeus dies or until he dismisses it as an action.

Bruce_K_Logan

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