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.
Asmodeus
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.
Actions
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.
Reactions
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.