Monday, May 22, 2017

Asmodeus, the Lord of the Ninth

I decided to take a shot at statting up Asmodeus. At this point, he's a full-fledged god (I think), so maybe this is just his avatar. Anyway, here he is.

Asmodeus is the lord of the Nine Hells. All of the other archdevils bow to his will. He can reshape any layer of Hell as he sees fit, change the form of any other devil (including the archdevils) at a whim, and he's instilled a huge sense of paranoia in all of his subordinates. You never know who might be a spy for the Lord of Nessus.

While clearly diabolical in appearance, he is still handsome. He also happens to be 13 feet tall. He wears such finery as would bankrupt many a mortal kingdom, and he wields the infamous Ruby Rod. An artifact of great beauty, glistening with an unearthly luster, and worth more than any mortal could hope to raise, the Ruby Rod is a powerful weapon of evil. It is also said that Asmodeus still has the bloody wounds that he gained when he was cast out of the Upper Realms, and when a drop of his blood touches the ground, a Pit Fiend or other powerful devil grows from that spot.

Asmodeus is always calm, charming, and seemingly in control. Even when someone manages to surprise him, which is pretty much never, he still gives one the sense that he is already three moves ahead of them. Asmodeus is also patient. Very, very patient. His plans can take thousands of years to unfold. He does not like to directly participate in combat if he can help it. He is certainly more than capable of defending himself, but he rather crush the wills of his enemies with his power. Failing that, he is more than happy to let his subordinates handle the task of killing adversaries. Such scut work is beneath him.

Large fiend (devil), lawful evil

Armor Class 25 (natural armor)
Hit Points 620 (40d10+400)
Speed 40 ft.

Str        Dex      Con      Int        Wis      Cha
30        16        30        29        29        30
(+10)    (+3)      (+10)    (+9)      (+9)      (+10)

Saves Dex +12, Con +19, Wis +18, Cha +19
Skills Arcana +18, Deception +19, Insight +18, Perception +18, Persuasion +19
Damage Resistances acid, cold, lightning
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 28
Languages all, telepathy 120 ft.
Challenge 30 (155,000 XP)

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

Fear Aura. Any creature hostile to Asmodeus that starts its turn within 30 feet of him must make a DC 27 Wisdom saving throw, unless Asmodeus is incapacitated. On a failed save, 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 27). He can innately cast the following spells, requiring no material components:

At will: charm monster, detect magic, dispel magic, fireball, suggestion, wall of fire

3/day: divine word, dominate monster, fire storm

Legendary Resistance (5/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.

Regeneration. Asmodeus regains 30 hit points at the start of his turn.

Ruby Rod. Any properties of the Ruby Rod that require a saving throw have a save DC of 19. Asmodeus can use an action to activate one of the following effects:

Cone of Cold: 75-foot cone, doing 70 (20d6) cold damage on a failed Dexterity saving throw, or half as much damage on a successful one.

Line of Acid: 150-foot line, doing 70 (20d6) acid damage on a failed Dexterity saving throw, or half as much damage on a successful one.

Line of Lightning: 150-foot line, doing 70 (20d6) lightning damage on a failed Dexterity saving throw, or half as much damage on a successful one.

Each effect may only be used 1/day.

While holding the Ruby Rod, Asmodeus possesses the Aura of Might. Any creature attempting to attack Asmodeus must first succeed on a Wisdom saving throw, acting normally on a successful saving throw, or prostrating itself before Asmodeus and rendering it Stunned until the start of its next turn on a failed saving throw.

Once per day, the Ruby Rod can activate the Reverie of Nessus as a reaction (see below). Any creature touching the Ruby Rod without Asmodeus’ permission takes 21 (6d6) necrotic damage every round that it touches it.

Multiattack. Asmodeus makes three attacks with his Ruby Rod.

Ruby Rod. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) bludgeoning damage plus 21 (6d6) necrotic damage.

Teleport. Asmodeus magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Reverie of Nessus (1/day). Asmodeus can incase himself in a 10-foot spherical Wall of Force. The area 50 feet around the sphere, but not within it, becomes an antimagic field. This effect lasts for 3 round. On the first round, Asmodeus is purged of unwanted enchantments. On the second round, he is purged of any diseases, poison, or physical maladies (including missing body parts). On the third round, he is healed to full hit points and is refreshed as if he had just completed a long rest. This ability triggers automatically if Asmodeus ever fails a saving throws against an unwanted enchantment spell or effect.

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.

Attack. Asmodeus makes one attack with his Ruby Rod.

Teleport. Asmodeus uses his teleport action.

Word of Submission (Costs 2 Actions). Asmodeus can force a single creature that can hear and understand his voice to make a DC 27 Wisdom saving throw. On a failure, the creature submits to all of Asmodeus’ commands for 1 day, doing whatever he asks as if his every request was a suggestion spell that does not allow a saving throw. On a success, the creature cannot be affected by this ability ever again.

Asmodeus’ Lair
Asmodeus rules the Nine Hells from Fortress Nessus. This bleak citadel sits at the endpoint of The Serpent’s Coil, a vast spiraling canyon said to be where Asmodeus landed when he fell from the upper realms. Fortress Nessus is a place of splendor, every surface decorated with precious metals, rare fabrics, and gems of astonishing size. A sense of regret and despair permeates these splendid hallways, however, affecting those who stay too long with a powerful melancholy. Though the citadel seems uninhabited, with vast hallways that stretch for miles, the constant sound of weeping can be heard echoing from its walls.

Lair Actions
On initiative count 20 (losing initiative ties), Asmodeus can take a lair action to cause one of the following effects: he can’t use the same effect two rounds in a row.

·        Asmodeus can summon any devil he wishes and compel it to provide a service.

·        Asmodeus radiates a debilitating cold that affects all creatures within 300 feet of him. Each creature other than Asmodeus must make a DC 27 Constitution saving throw or gain one level of exhaustion.

·        Asmodeus casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.