Remove these ads. Join the Worldbuilders Guild

Asmodeus, the Unbound King CR: 30

Large fiend (devil), lawful evil
Armor Class: 22 (Natural Armor)
Hit Points: 725 (50d10+450)
Speed: 30 ft , fly: 120 ft

STR

30 +10

DEX

21 +5

CON

28 +9

INT

25 +7

WIS

30 +10

CHA

30 +10

Skills: Arcana +16, Deception +19, Insight +28, Intimidation +19, Perception +19, Persuasion +28, Religion +16
Damage Resistances: Cold
Damage Immunities: Fire; Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Condition Immunities: Blinded, Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses: Devil's Sight 120 ft., Truesight 60 ft., Passive Perception 29
Languages: All, telepathy 120 ft.
Challenge Rating: 30 ( 155000 XP)
Proficiency Bonus: +9

Asmodeus casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 27)

At will: Bane, Bestow Curse, Command, Cure Wounds, Darkness, Enhance Ability, Lesser Restoration, Remove Curse

1/day: Antimagic Field, Flame Strike, Gate, Heal, Mass Cure Wounds, Wish


Hear Name. Asmodeus hears his name when spoken, regardless of distance or planar boundaries. If a creature speaks his name three times in the same breath, Asmodeus learns the creature’s name and precise location, and can hear the following 25 words spoken by that speaker. Once per day, if a fiend, an Asmodeus bloodline tiefling, or an image or statue of Asmodeus is within 10 feet of the speaker, he can answer the speaker via that image, statue, or creature. A creature can resist being made Asmodeus’ mouthpiece with a successful DC 24 Wisdom save. Asmodeus can also observe, converse, or act through this vessel for up to 666 rounds (1 hour and 6 minutes), but if he uses an action or bonus action through this link, the connection immediately ends afterward, regardless of any remaining duration.   Fiendish Regeneration. Asmodeus regains 40 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and doesn't regenerate.   Legendary Resistance (3/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.   Limited Magic Immunity. Asmodeus has advantage on saving throws against spells and other magical effects. Spells of level 4 or lower can't damage Asmodeus.   Submission Aura. When a creature moves to be within 120 feet of Asmodeus, they must succeed on a DC 24 Wisdom saving throw or be frightened until they leave the aura. While frightened, creatures kneel before Asmodeus, taking no actions unless he commands otherwise. If Asmodeus deals damage to a kneeling creature, the creature's frightened condition ends. A creature that succeeds the saving throw is immune to this effect for 1 hour.

Actions

Multiattack. Asmodeus makes four attacks using Ruby Rod, Chilling Gaze, or a combination of the two. He can replace one of the attacks with Hellish Smite.   Ruby Rod. Melee Weapon Attack: 1d20+21 to hit , reach 5 ft., one target. Hit: 21 2d8+12 necrotic damage, which also reduces the target's hit point maximum by the damage taken. This damage can't reduce a target's hit point maximum below 1. Any effect that removes a disease allows a creature's hit point maximum to return to normal.   Chilling Gaze. Ranged Spell Attack: 1d20+16 to hit, range 60 ft., one target. Hit: 18 2d10+7 cold damage, and the target has a -1 penalty to all attack rolls they make until the end of their next turn. This penalty can stack.   Hellish Smite. Asmodeus targets a creature he can see within 300 feet of him, calling down a bolt of infernal lightning. The target must make a DC 24 Dexterity saving throw, taking 14 4d6 lightning damage plus 14 4d6 fire damage on a failed save, or half as much damage on a successful one.   Infernal Word: Stun (Recharge 4–6). Asmodeus targets a creature he can see within 120 feet of him. The target must make a DC 24 Intelligence saving throw, taking 45 10d8 force damage on a failed save, or half as much damage on a successful one. A creature that fails the save is stunned for up to 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save.   Infernal Word: Submit (Recharge 5–6). Asmodeus targets a creature he can see within 120 feet of him. The target must make a DC 24 Charisma saving throw, taking 44 8d10 psychic damage on a failed save, or half as much damage on a successful one. After taking damage, a creature that failed the save has the charmed condition for up to 1 minute. While charmed, the creature is directed by Asmodeus, performing only actions that he suggests. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Fires of the Nine Hells (Recharge 5–6). Asmodeus chooses a point he can see within 500 feet of him, which explodes into a roaring inferno. All creatures within a 60-foot-radius sphere centered on that point must make a DC 24 Dexterity saving throw, taking 70 20d6 fire damage on a failed save, or half as much damage on a successful one.

Reactions

Ruby Absorption. As a reaction to being the sole target of a spell, Asmodeus can attempt to absorb the spell into the Ruby Rod. Asmodeus rolls (1d20 + 2), and if the result is higher than (10 + spell level), the spell is nullified.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Asmodeus can expend a use to take one of the following actions. Asmodeus regains all expended uses at the start of each of their turns.   Channel Ruby Rod. The Ruby Rod has 66 charges. Asmodeus may spend its charges to cast one of the following spells from it, with a spell save DC of 20: Lesser Restoration (3 charges), Wall of Force (7 charges), Greater Restoration (12 charges), Chain Lightning (15 charges), Prismatic Spray (23 charges), Globe of Invulnerability (33 charges).   Strike (Costs 2 Actions). Asmodeus makes a Ruby Rod attack or commands one of his underlings to immediately use their reaction to make a single attack.   Call Underling (Costs 3 Actions). Asmodeus summons an allied fiend in an unoccupied space that he can see. He chooses which fiend he calls.

Lair Actions

On initiative count 20 (losing initiative ties), Asmodeus can take one lair action to cause the following effects. The same lair action cannot be taken two rounds in a row.   Cleansing Flame. Asmodeus selects one spell effect on himself or a creature of his choice within 60 feet. That spell effect is removed.   Cast a Spell. The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.   Deceitful Whispers. The archdevil whispers to a creature they can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil.   Fiendish Fortitude. The archdevil recharges one of their expended abilities.   Summon Underlings. The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The Summoned Underlings table shows which devils each archdevil can summon.   Teleport. The archdevil teleports themself to an area they can see within 120 feet.   Trap. The archdevil casts the Hold Monster spell.

Regional Effects

The region containing Asmodeus's lair is corrupted by his presence, which creates the following effect:   The Devil's Greeting. Within 500 miles of his lair, an illusory version of Asmodeus (as if he has cast the Project Image spell) appears. Asmodeus attempts to communicate with any characters and decipher their intentions. If they're hostile, Asmodeus pretends to prepare himself for combat, in an effort to make the character's waste their resources.   If Asmodeus dies, the effects fade over the course of 1d10 days.

"I have heard it said evil is simply good’s absence. A comforting thought, I imagine, for those seeking redemption, but I bid you to put such thoughts from your mind. You need only peer into a demon’s eyes to know evil is not some empty cup waiting for virtue to come and fill it. Evil is a force. It is an agency in our cosmos, perhaps even greater than its antithesis. Understand that there is no redemption - only treason against the side you were born to serve. In time, you will see that you were born to serve me."

Created by

ArtingStarvist.

Statblock Type

Monster

Link/Embed