Devil sight. Magical darkness doesn't impede ASmodeus's vision.
Legendary Resistance (5/day). If Asmodeus fails a saving throw he can instead choose to succeed.
Summon Devil. As an action Asmodeus can summon any number of devils with a total CR equal to or less than 15.
Spellcasting. Asmodeus is a 27th-level spellcaster. His spellcasting ability is Charisma (spell save DC 28 , +19 to hit with spell attacks). Asmodeus has the following Sorcerer spells prepared:
Cantrips (at will): Firebolt, Chill Touch, Create Bonfire, Frostbite, Infestation, Ray of Frost, Shocking Grasp, Thunderclap
1st level (5 slots): Hellish Rebuke, Burning Hands
2nd level (5 slots): Cloud of Daggers, Mind Spike
3rd level (4 slots): Counterspell, Melf's Minute Meteors
4th level (4 slots): Banishment, Evard's Black Tentacles
5th level (4 slots): Animate Objects, Cone of Cold
6th level (4 slots): Chain Lightning, Circle of Death, Eyebite
7th level (3 slots): Crown of Stars, Forcecage, Teleport
8th level (3 slots): Sunburst, Earthquake
9th level (3 slots): Gate, Meteor Swarm, Time Stop
10th level (1 slot): Aumvor's Soulshatter
11th level (1 slot): Balor's Terrible Gaze
12th level (1 slot): Horrendous Dessication
Multiattack. Asmodeus can make either three attacks with the Ruby Rod or cast a spell from it and make a single melee attack.
Ruby Rod of Asmodeus. Melee Weapon Attack: +20 to hit, reach 5 ft., 1 target. Hit: 47 (6d12 + 8) Bludgeoning damage. On a hit the target must make a DC 20 Strength saving throw or be pushed 10 ft back and knocked prone. (For spells and other capabilities of the Ruby Rod of Asmodeus look to the artifact of the same name created by BlackstoneMorgan)
Limited Magic Immunity. Asmodeus is completely immune to spells of 5th level and lower. No spell cast at 5th level or lower has any effect on Asmodeus unless he chooses to be effected. Asmodeus also has advantage on saves against magical effects for all other spell levels.
Regeneration. Asmodeus regains 50 Hp at the start of each turn.
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 creatures turn. Asmodeus regains spent legendary actions at the start of its turn.
Cast Cantrip (Costs 1 Action). Asmodeus immediately casts one of his cantrips
Cast Spell (Costs 2 Actions). Asmodeus casts one spell of 9th level or lower
Cast Epic Spell (Costs 4 Actions). Asmodeus casts one epic level spell.
Description
Asmodeus is the undisputed King of the Nine Hells. This is a well known fact throughout the realms, however few beings know the truth of Asmodeus. This truth is the fact that Asmodeus is not only the King of the Nine Hells, but that he is also a major deity with dominion over death, fire, trickery, and law. Asmodeus is one of the most powerful gods in all the realms due to his incredible intelligence, charismatic mannerisms, strength of will, and skill with magic. Asmodeus has godly access to epic level magic that mere mortals have no chance of hardly witnessing much less ever attaining these levels of power.
The following information is the information for Asmodeus's epic level spells. Feel free to alter or entirely change the epic level spells as necessary for your campaign.
Balor’s Terrible Gaze
Casting Time: 1 Action
Range: Sight
When this spell is cast a line of black energy 30 feet wide and 10 miles long launches from the caster’s eye. All creatures caught within this line must make both a Dexterity saving throw and a Constitution saving throw. Creatures take 20d12 necrotic damage, 10d10 force damage and are petrified. If a creature succeeds on just the Constitution save, they are not petrified. If a creature succeeds on just the Dexterity saving throw the creature takes half damage but is still petrified. If a creature succeeds on both save, they take one quarter of the damage and are not petrified. A creature petrified in this way can repeat the constitution saving throw at the end of each of its turns. The repeated saving throw is with advantage if the caster is not looking in the direction of the creature. The initial Constitution saving throw is made with advantage if the creature is not looking at the caster at the time of the casting.
Horrendous Dessication
Casting time: 1 action
Range: Self
Every creature other than the caster of this spell within a 300 ft sphere, centered on the caster, must make a DC Constitution saving throw. On a failed saving the creature takes 20d10 fire damage and 12d12 necrotic damage and gains two levels of exhaustion. On a successful save the creature takes half damage and doesn’t gain exhaustion. Other than traditional healing magic a creature afflicted by this spell may also be healed by watery spells such as Create water and similar spells. The healing done by these spells is equal to 1d10 (per spell level) +5. Water cantrips add 5 Hp
Aumvor’s Soulshatter
Casting time: 1 action/ 1 minute
1 action for DC 19 CON save. 1 minute for DC 28 CON save
Aumvor's soulshatter caused the separation of body and soul of a target within 300 feet (91 meters). The separated soul went to the afterlife, but the body continued to live. This body could be made into a secure target of possessions, like that of the magic jar spell, and domination, like that of dominate person. The hollow body could not protect itself from these effects and while its physical capacities were the ones of the original body, the mental capacities were those of the caster.
If the soulless body was not possessed or dominated, it was in a dormant but alive state.
One way to prevent the separation of body and soul was to have an extremely sturdy body. Reverting the process was possible by retrieving the body and then casting raise dead or resurrection on the body. The body, if alive, could be soulless for any length time and these two spells would work.
Lair and Lair Actions
Asmodeus's lair is twofold. The more well known portion of his lair is in the Ninth layer of the Hells, Nessus. The lesser known portion is actually an entirely mobile lair that resides wherever Admodeus happens to be.
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 can summon 2d10+5 imps within 60 feet of himself.
- Asmodeus conjures a ring of fire centered on himself. This ring can have a diameter anywhere between 5 ft and 100 ft. As a reaction to a spell affecting him, Asmodeus can tighten the ring of fire by up to 30 ft. This reaction can only be taken when the ring of fire is summoned before the next initiative count 20.
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