16/08/23, 12:30 Archdevil Asmodeus of Nessus - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/709152-archdevil-asmodeus-of-nessus 1/3 Description "I literally sit beneath eight tiers of scheming, ambitious entities that represent primal law suffused with evil. The path from this realm leads to an infinite pit of chaos and evil. Now, tell me again how you and your ilk are the victims in this eternal struggle." - Asmodeus addressing the Celestial Jury. Archdevil Asmodeus of Nessus Large Fiend (Devil), Lawful Evil Armor Class 26 Natural Armor Hit Points 1098 (52d10 + 572) Speed 60 ft., fly 180 ft. STR 26 (+8) DEX 28 (+9) CON 25 (+7) INT 30 (+10) WIS 30 (+10) CHA 30 (+10) Saving Throws STR +17, DEX +18, INT +19, WIS +19, CHA +19 Skills Arcana +37, Deception +40, Perception +31, Persuasion +34, Religion +37 Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned Senses Darkvision 480 ft., Truesight 240 ft., Passive Perception 30 Languages All Telepathy 500 ft. Challenge 30 (155,000 XP) Proficiency Bonus +9 Authority of Nessus. Any creature hostile to Asmodeus that starts its turn within line of sight of him must either avert its eyes (if the target is surprised, it cannot avert its eyes) or succeed on a DC 25 Wisdom saving throw at the end of each of its turns. If it fails three attempts before it succeeds on three attempts it is dominated, as in the dominate monster spell. If a creature succeeds on its saving throw or the effect ends for it, it is immune to authority of nessus for 24 hours. Banishment. If Asmodeus is reduced to 0 hit points he explodes in 40-foot radius ball of flame, his body is destroyed, but his essence returns to his fortress; Malsheem on Nessus and he cannot take physical form for a time. Each creature in the blast area must make a DC 25 dexterity saving throw, taking 78 (12d12) fire damage on a failure and half as much damage on a success. Innate Spellcasting. Asmodeus’s spell casting ability is Charisma (spell save DC 25, +20 to hit with attack spells). Asmodeus can innately cast the following spells, requiring no material components, and all are cast at the highest possible level: At will: animate dead, detect magic, dispel magic, fear, geas, hold monster, ice storm, mass suggestion, plane shift, suggestion, thunderwave, wall of fire, wall of ice 3/day each: blight, chain lightning, charm person, dominate monster, forcecage, greater invisibility, hellish rebuke, symbol, true polymorph 1/day each: gate, holy aura, power word heal, power word kill, meteor swarm, true resurrection, wish Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead. Limited Magic Immunity. Unless Asmodeus wishes to be affected, he is immune to spells of 6th level or lower and has advantage on savings throws of all spells and magical effects. Master of Hellfire. Any of Asmodeus' attacks that inflict fire damage do maximum damage. Regeneration. Asmodeus regains 40 hit points at the start of his turn. Actions Multiattack: Asmodeus makes to two slam attacks or he strikes twice with the ruby rod of asmodeus. Ruby Rod of Asmodeus. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 61 (9d8 + 21) bludgeoning damage plus 36 (8d8) cold, fire, or acid damage, (Asmodeus’ choice). Slam. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 50 (9d6 + 19) bludgeoning damage plus 21 (8d6) fire damage and the target must succeed on DC 32 Strength saving throw or be knocked prone or grappled (Asmodeus’s choice) Hellfire Pillar (Recharge 5-6). Asmodeus chooses a point on the ground that he can see within 480 feet of him. A cylinder of hellfire, 100 feet tall with a 20-foot radius, rises from that point and lasts for 1 minute. Creatures in the area when the pillar erupts, or that end their turn in the area, lose their immunity or resistance to fire damage, or gain vulnerability to fire damage if they did not have any resistance or immunity, for 1 minute. In addition, each crearture must make a DC 26 Dexterity saving throw, taking 210 (20d20) fire damage on a failure, or half as much damage on a success. Summon Devil (2/short rest). Asmodeus magically summons (100% chance of success) one of the following type of devils: 2d4+2 bone devils, 1d6+2 horned devils, 1d6+2 erinyes, 1d4+2 ice devils, or 1d4 pit fiends; or (75% chance of success) one of his Dukes; or (25% chance of success) one archduke. Reactions Diabolical Influence. If Asmodeus is targeted for a ranged weapon or spell attack, he adds +4 to his AC, if the attack misses then he can telekinetically move the closest creature to him (aside from the creature who targeted Asmodeus for the initial attack) to take the hit instead of him. If the attack still hits, then this reaction does not take effect. Hellfire Rebuke (2/day). When Asmodeus is the target of a ranged weapon or spell attack. Hellfire Pillar recharges and he can use a reaction to use it immediately. Legendary Actions 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. If Asmodeu has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Asmodeus regains spent legendary actions at the start of his turn. Attack. Asmodeus can make a ruby rod or slam attack. Move. Asmodeus can move up to half his speed. Regenerate. Asmodeus regains 20 hit points. Ruby Rod (1/round). Asmodeus can use the [Tooltip Not Found] to cast a spell. Innate Spellcasting (Costs 2 actions). Asmodeus casts a spell. Chill Gaze (Costs 3 actions). Asmodeus can force one creature within 240 feet of him that can see him to look into his eyes. The creature must make a DC 25 Wisdom saving throw, taking 65 (10d12) cold damage and be paralyzed on a failure and half as much damage on a successful saving throw. Summons (Costs 3 actions). Asmodeus can use his summon devils ability. Teleport (Costs 2 actions). Asmodeus magically teleports, along with any equipment he is carrying, as well as being able to carry any creature with him up to 480 ft that he can see. Recharge (Costs 5 actions). Asmodeus recharges hellfire pillar. Archdevil Asmodeus of Nessus ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS
16/08/23, 12:30 Archdevil Asmodeus of Nessus - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/709152-archdevil-asmodeus-of-nessus 2/3 The Lord of the Ninth and ruler of Baator, Asmodeus is one of the most dangerous and powerful beings in the known Multiverse. While his overall strength may not be as prominent as many of the other deities, his true power and deadly nature come from his overwhelming intelligence. A master manipulator, and an expert at deception, the schemes of Asmodeus span millennia as he prefers to deceive his enemies into their own destruction rather than direct confrontation, although his actual power should not be underestimated. An enigma in the cosmic hierarchy, Asmodeus is not a true deity, yet neither is he mortal, he merely is. Whoever he was before is not only hidden, but erased, all that is known of Asmodeus is that what he wants you to know... Ruby Rod of Asmodeus. Gifted to Asmodeus by Primus, the ruby rod is a sign of the devils of the Nine Hells' innate abilities to be able to make pacts and keeps Asmodeus from breaking his deals.The ruby rod of asmodeus is +5 epic artifact (included in the attack) that does an extra 36 (8d8) cold, fire, or acid damage, Asmodeus’ choice, on a hit and double damage to celestials. In addition, it has 15 charges, and any of its properties that require s saving throw have a save DC of 22, +16 to hit with attack spells. While holding it, Asmodeus can use an action to cast arcane eye, bestow curse, fire shield. Alternatively, he can spend 1 charge to cast one of the following spells from it (at 9th level and double the area/range): cone of cold, lightning bolt, delayed blast fireball. In addition, when he hits a creature in a melee attack with the rod he can choose to immediately spend 2 charges to cast dominate monster on the target. The wand regains 1d8 + 4 charges daily at dawn. While Asmodeus is in possession of the rod he is able to summon twice the number of devils, (see summon devil in actions) or double is chance of summoning a duke-ofhell or an archduke. (This stat block was adapted from the pdf Epic Monster Updates: A Guide to Epic Threats in 5E). Lair and Lair Actions Overlord of Hell. Asmodeus is the supreme ruler of the Nine Hells. This title has power and his might is greater anywhere in the Nine Hells. While on Baator, Asmodeus is considered CR 35 (265,000 XP) and he gains the following attributes: Asmodeus can use 6 legendary actions. Asmodeus rolls a critical hit on a natural 19-20. Asmodeus regains 30 hit points at the start of his turn. Asmodeus can, 2/day, use an action or legendary action to teleport anywhere in Baator. Asmodeus can, on an initiative count of 20 (losing initiative ties), use any of the domain actions available to the lord of the layer of Hell he is on. Lord of Nessus. Like all of the Nine, Asmodeus’ title has power and his might is greater while he is in his domain. While on Nessus Asmodeus is considered CR 37 (315,000 XP) and he gains the following attributes: Asmodeus can use 7 legendary actions. Asmodeus has advantage on all attack rolls. Asmodeus rolls a critical hit on a natural 17-20. Asmodeus regains 60 hit points at the start of his turn. Unless Asmodeus wishes to be affected, he is immune to spells of 5th level or lower and has advantage on savings throws of all spells and magical effects. Domain Actions: While anywhere within the plane of Nessus, Asmodeus can take a domain action as long as he is not incapacitated. On initiative count 20 (losing initiative ties), Asmodeus can draw on the infernal power Nessus to take a domain action to cause one. Asmodeus teleports (3/day) to any location in Nessus. While Asmodeus is wielding the Ruby Rod he can (1/day) encase himself in a 10-foot-radius spherical wall of force. The area 50 feet around the sphere (but not within it) becomes an antimagic field. This effect lasts for 3 rounds. In the first round, Asmodeus is purged of any unwanted enchantment spells or effects. In the second, Asmodeus is purged of any diseases, poisons, or physical maladies (including lost body parts). In the third round, Asmodeus is healed to full hit points and feels refreshed as though he had just rested a full day, regaining spells and spell-like abilities accordingly. This ability triggers automatically if Asmodeus ever falls victim to a spell or spell like effect that would prevent him from taking actions. Asmodeus invades the mind of one creature within 240 feet of him. The creature must make a DC 25 Intelligence saving throw taking 55 (10d10) psychic damage on a failed save and half as much damage on a successful one. In addition, the target takes 22 (10d10) psychic damage at the end of each of its turns until it has attacked one ally twice or two allies once. Asmodeus conjures a cloud of burning ash that fills a 40-foot radius sphere centered on a point within 240 feet of him. The cloud spreads around corners, and is heavily obscured (not to Asmodeus). Each creature in the cloud when it appears, or that ends its turn in the cloud, must make a DC 25 Constitution saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. The cloud last for 1-minute and Asmodeus can use a bonus action to move it 30 feet. Previous Versions ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS
16/08/23, 12:30 Archdevil Asmodeus of Nessus - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/709152-archdevil-asmodeus-of-nessus 3/3 Vyzaelyr ADD TO COLLECTION REPORT ADDS VERSION ACTIONS Archdevil Asmodeus of Nessus 2/27/2020 10:24:49 AM 213 54 1 Coming Soon Monster Tags: DEVIL NAME DATE MODIFIED VIEWS We have updated our privacy policy. Click the link to learn more. ©2023 D&D Beyond | All Rights Reserved Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2023 Wizards. ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS