Asmodeus's Avatar

Trapped in the mortal plane due to his connection to the shard

Description:

Large Fiend, Lawful evil
Hit Dice: 666 (60d10 + 351)
Speed: 60 ft., fly 120 ft.
AC: 26 (natural armor)
STR 24 (7) DEX 20 (5) CON 30 (10) WIS 26 (8) INT 26 (8) CHA 30 (10)
Saving Throws: Charisma +18, Dexterity +14, Wisdom +17, Strength +16
Skills: Arcana +17, Perception +17, Religion +17, Deception +19, Persuasion +19, Insight +17, Performance +19
Damage Immunities: cold, fire, lightning, poison ; bludgeoning, piercing, and slashing from non-magical weapons
Damage Vulnerability: Radiant.
Condition Immunities: charmed, deafened, frightened, poisoned, exhaustion.
Senses: Dark-vision 240 ft., true-sight 120 ft., Passive Perception 36
Languages: Common, Abyssal, Celestial, Infernal,(Can understand all languages).
Challenge: 30 (155,000 XP)
Dis-corporation: 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 (This is only possible if he is killed in any plane except the nine hells).
Innate Spell-casting (3/Day, Each) Asmodeus can innately cast Divine word, Alter Self, Greater invisibilty, Hellish Rebuke and Teleport (Spell save DC 25) His spell-casting ability is Charisma.
Legendary Resistance (6/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’s weapon attacks are magical.
Regeneration: Asmodeus regains 30 hit points at the start of his turn.
King of Hell: Asmodeus is the undisputed King of Hell. All devils have disadvantage against spells or abilities used by Asmodeus that would command them or affect their minds.
Rod of the Lord: Once per day, if he strikes a devil with his ruby rod, the devil must make a Constitution Saving Throw (DC 25) or die. If the devil is kneeling, the saving throw fails if Asmodeus chooses. Any fiend who attacks Asmodeus while he’s wielding the rod must make a Wisdom Saving Throw (DC 25) or lose its Action, overcome by the powerful presence of the king. If this happens, Asmodeus can use a reaction to use Command spell on the fiend in question.
Warlock of Tyranny: Asmodeus can cast the Warlock spells with Charisma as his spell-casting ability (Spell save DC 25), (Spell attack 18), (Spell Slots 6, 6th level)

Actions
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Multi-attack
Asmodeus can use his frightful presence. He then makes three attacks one with sceptre, one with hand (punch) and one with tail.
Sceptre:
Melee Weapon Attack +16 to hit, reach 10 ft., one target. Hit: 35 (7d8 + 7 ) piercing damage.
Ranged Weapon Attack [a fire bolt is released that even breaks through fire immunity of all devils] +14 to hit, 150/600 ft., one target. Hit: 41 (6d12 + 5) fire damage.
Ruby of the Sceptre
This is not considered as part of multiattack action. The ruby has has the ability to unleash three types of dragon breaths (each 3 times/day):
a) Black Dragon (15 ft. line & 5 ft. area, DC 20 Dex Save, 12d8 acid dmg on fail or half dmg on save)
b) Blue Dragon (30 ft. line & 5 ft. area, DC 20 Dex save, 12d10 lightning dmg on fail or half dmg on save)
c) White Dragon (15 ft. cone, DC 20 Con save, 12d8 cold dmg on fail or half on save).
Punch
Melee Weapon Attack +16 to hit, reach 5 ft., one target. Hit (5d8 + 7 ) Bludgeoning damage plus (4d6) fire damage.
Tail
Melee Weapon Attack +16 to hit, reach 5 ft., one target.Hit (4d6 + 7) Bludgeoning damage plus (4d6) fire damage
Frightful Presence
Each creature of Asmodeus’s choice that is within 240 feet of Asmodeus and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Asmodeus’s Frightful Presence for the next 24 hours.
Portfolio Sense
Asmodeus can sense anything that pertains to Lawful evil acts (tyranny, trickery, etc) sixteen weeks before it happens and retains the sensation for sixteen weeks after the event occurs. However, he is limited to the ability to perform this feat beyond Hell except with the use of a Hell’s Mouth.
Death Wish
Asmodeus can grant any humanoid three wishes in its lifetime on the condition that it gives a piece of flesh and on it’s death when its summoned to be resurrected it shouldn’t refuse (on agreeing the creature is magically bound to the contract even if wishes aren’t fulfilled according to his desires). Asmodeus can interpret the wishes in any manner he wants.
Known Spells
Asmodeus knows the following spells and cast them using his spell slots (if material components are required Asmodeus can use a bonus action to create or teleport required components). Blight, Banishment, Charm Person, Circle of Death, Demiplane, Dream, Enthrall, Flesh to stone, Hallucinary terrain, Hex,Hold creature, Hold Monster, Hold Person, Hunger of Hadar, Mirror Image, Ray of enfeeblement, Scrying, Shatter, Suggestion, True polymorph, Vampiric Touch, Witch Bolt,.
Mystic Arcanum
Asmodeus can cast the following spells once per day without spending a spell slot Force Cage, Power word kill, Feebleminded and Mass suggestion.
Godly Invocations
Asmodeus can cast the following invocations without spending any spell slot (even if the description requires him to spend one, all spells will be treated such that a 9th level spell slot has been used) Beguiling Influence,One with the shadow, Visions of distant realm, Sculptor of flesh, Eldritch Sight, Fiendish Vigor, Eldritch Spear and Agonizing Blast, Misty vison, Mire the mind, Minions of Chaos, Mask of many faces, Thief of five fates, Repelling blast, Dreadful word
Cantrips Known
Eldritch blast, Presdigitation, Mage hand, Chill touch, True strike, Poison spray,

Legendary Actions
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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 creature’s turn. Asmodeus regains spent legendary actions at the start of his turn.
Chilling Gaze (Costs 1 Action) Asmodeus target one creature within 30 ft., the target makes a Constitution Save of DC 25 on a failed save target takes 2d10 psychic damage, target becomes frightened and gains 1 level of exhaustion.On gaining six levels of exhaustion creature doesn’t die but is dominated by Asmodeus.
Hell’s Gate (Costs 2 Actions) As the King of Hell, Asmodeus has absolute control over all of the gates and portals that lead to Hell, as well as those within Hell. The Lord of the Nine can cause a gate or portal to open, sucking in those within 60 feet into a location in the Nine Hells of Asmodeus’ choosing if they fail a Wisdom Save DC 22. The Mouth remains open for 3 rounds. A Hell’s Mouth appears as a great, diabolically evil human male face with jagged, chewing teeth. Flames burst from the gaping maw as it attempts to suck in unlucky victims. The gate is two way and remains open for six rounds (suction only during first round).
Call of the Lord (Costs 2 actions) Asmodeus can summon three creatures (with a challenge rating of 5 or below) who resides within 9 hells.
Hell on Earth (Costs 2 actions) Asmodeus can cause the surrounding area of 90 ft. to turn into that of Hell any creature that enters or is in the area makes a constitution saving throw of DC 25 on fail they take 5d8 fire dmg for each round they are inside the area on success they take half the damage. The creatures must continuously make saving throws as long as they are within the area.
Contract established (Costs 1 action) Asmodeus on touching a humanoid or a piece of dead humanoid calls its soul back and forms a new adult body for the soul to enter. If the target isn’t willing to do so the spell fails. The body that is formed for the soul is a Tiefling’s body. The soul retains all it’s memories and experiences and is friendly towards Asmodeus (his memories are altered such that it obeys Asmodeus).

Lair Actions
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Lair actions only take place if Asmodeus is encountered in the ninth level of hell. 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 rolls a d8 die and gains one spent spell slot if the die rolls higher than 4. If he has spent no spell slots nothing happens.
• An Ice shard erupts from the ground in a 20 foot radius and with 30 foot height centered on a point Asmodeus can see within 120 feet of him. Each creature in the shards area must make a DC 15 Dexterity saving throw,taking 13 (5d6) cold damage, 8 (3d6) piercing damage and being knocked prone at the edges of the shard closest to the position they were. On a success they take half the damage and aren’t knocked prone.
• Magma erupts from a point on the ground Asmodeus can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
• A tremor shakes the lair in a 60-foot radius around Asmodeus as he roars. Each creature other than Asmodeus on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone and take 14 (4d6) psych damage, on a successful save take half the damage and creature isn’t knocked prone.
• Ghost hands erupt from the ground in a 20-foot-radius sphere centered on a point Asmodeus can see within 120 feet of him. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 18 Constitution saving throw or take 36 (8d8) necrotic damage until the end of its turn. The creature is immobilized (speed=0) as the hands hold him in place until a successful save.
•A swarm of flies erupt from the ground in 30 foot radius centered on a point Asmodeus can see within 120 feet of him. The swarm flies in upward direction and lasts until initiative count 20 on the next round. Each creature that starts its turn in the swarm must make a DC 15 Constitution saving throw, taking 10 (4d4) piercing damage and 9 (2d8) psych damage on a failed save, or half as much damage on a successful one. As long as the creatures are within the zone of swarm their speed is reduced to half and their vision is obscured.
•A gust of hot/icy wind blows in a 50 foot radius around Asmodeus . Each creature other than Asmodeus in that area must make DC 18 Dexterity saving throw or take 15 (5d6) fire/cold damage [depending on type of wind] and 10 (4d4) force damage if the creature is flying he is pushed 15 feet from the position he is in away from Asmodeus, or take half the damage on a successful save and isn’t blown away.

Bio:

Lord of the Nine Hells, Biography taken from 5th edition and 4th edition. The Asmodeus that is currently causing terror in the land of Novos Seclurum is an avatar that is lowly sucking away the powers of the actual Asmodeus who is residing in Nessus. The reason Asmodeus can’t come to the material plane is because the shard is blocking him.

Asmodeus's Avatar

Wrath of Asmodeus Saquib Saquib