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Asmodeus

A
smodeus is the King of Hell, Lord of the Nine,
and ruler of all the devils in the multiverse.
Asmodeus ascended to power in a time before
history, long before the planes took their
current shape. The legends surrounding his
ascent to the throne of Hell are as varied as the
demons of the pits. Some say he was an upstart
lieutenant who overthrew the first king of hell, the fallen
angel Lucifer, in a titanomachy. Others suggest Asmodeus
gains his power through his clever deception of the matriarch
of an interplanar race, through which he claims the souls of
all her billions of descendants. Others tell stranger, deeper
tales of a cosmic serpent divided from itself at the beginning
of time, when order was first derived from chaos.
   Asmodeus rules the nine planes of Hell and the devils
therein with a vice-like authority from the fiery pits of Nessus,
the Ninth Circle of Hell. No devil ascends to a higher rank
without his tacit approval, and no archfiend in Hell wields any
authority that does not stem from Asmodeus. Nonetheless,
there have been numerous attempts to usurp him, both by
cunning and by force. None have succeeded in anything more
than a reshuffling of the lower Lords of the Nine, the
archfiends ruling over the other eight planes of Hell.
Deceptive Appearance
Asmodeus is rarely seen by mortal artists. To those few who
have represented his infernal majesty with any degree of
authority, a ruse of attractive and noble features was peddled
in order to maintain the legacy of Asmodeus' pride.
   Behind this deception, Asmodeus appears as a crumpled
12-ft tall fiend with saggy, sallow skin and a pair of horns
surrounded by a wreath of fire. A deep scar marks where his
heart was torn from him before his fall. To all appearances,
Asmodeus appears as the image of his own soul: bilious,
bitter, and most importantly broken.
   This is just another lie, however, and the truth couldn't be
more different. Asmodeus no more repents his fall than he
misses the primordial heavens from which he was cast. The
King of Hell simply knows better than to appear too content
with his punishment, lest he invite the wrath of the heavens
before the full might of the Lower Planes can be marshalled
under his banners.
   No matter the circumstances, Asmodeus carries the Ruby
Rod of Asmodeus, a 4-ft.-long rod of pure gold topped with a
ruby of inestimable value, stuffed in his rotted red robes.
Nessus
Nessus is the deepest pit of Hell, boiling and choked with
noxious fumes. In this fiery landscape stands the
unbreakable fortress of Malsheem, the keep made from solid
adamantine, whence the Archfiend claims control of all the
organized evil in the multiverse.

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Asmodeus Actions
Large fiend, lawful evil Multiattack. Asmodeus uses his Light of Hell ability and
then makes two attacks with his Ruby Rod.
Armor Class 19 (natural armor)
Hit Points 425 (37d10 + 222) Father of Sin. Asmodeus chooses one creature that he
Speed 50 ft., fly 50 ft. can see within 60 feet and forces it to make a DC 23
Charisma saving throw. If the creature fails its save, it
suffers one of the following effects. This effect can only
STR DEX CON INT WIS CHA be undone by a wish spell or similar magic:
22(+6) 20(+5) 23(+6) 24(+7) 25(+7) 25(+7)   Envy. The creature gains a new flaw: “I am intensely
jealous of my peers and will attempt to take credit for
Saving Throws Dex +13, Int +15, Wis +15, Cha +15 all their accomplishments.”
Skills Deception +25, Intimidate +25, Perception +15,   Gluttony. The creature eats the most expensive nearby
Persuasion +25 consumable item.
Damage Resistances radiant   Greed. The creature gains a new flaw: “I have an
Damage Immunities fire, necrotic, poison; bludgeoning, insatiable hunger for material wealth.”
piercing, and slashing that is nonmagical   Lust. The creature gains a new flaw: “I am insatiable.”
Condition Immunities charmed, exhausted, frightened,   Pride. The creature gains a new flaw: “I am the best at
poisoned what I do, and I will do whatever it takes to prove it.”
Senses darkvision 240 ft., passive Perception 25   Sloth. The creature takes no action, then repeats the
Languages Common, Ignan, Infernal, Primordial, saving throw. On a failed save, the creature takes no
telepathy (120 ft.) action on its next turn either.
Challenge 27 (105,000)   Wrath. The creature takes the Attack or Cast a Spell
action, targeting the nearest creature other than
Asmodeus with its most damaging attack or spell. If
Infernal Pact. Asmodeus can cast the wish spell at will, there is no viable target, the creature takes no action.
provided the effect of the spell benefits a creature other
than Asmodeus, and that the creature sells their soul to Light of Hell. As a bonus action, a sickly halo of green
Asmodeus in exchange for the favor. light that erupts around Asmodeus. Creatures within 60
   Once the wish spell is cast, the creature’s soul is feet of Asmodeus are poisoned until the end of their
forfeited to Asmodeus and transported to Hell the next next turn if they fail a DC 22 Constitution saving throw.
time the creature dies and reincarnated as a lemure. While poisoned in this way, the creature has
disadvantage on Charisma saving throws.
Legendary Resistance (3/day). When Asmodeus fails a
saving throw, he can choose to succeed instead. Nullify Magic. Asmodeus casts a dispel magic spell as a
9th-level spell.
Magic Resistance. Asmodeus has advantage on saving
throws against spells and other magical effects. Ruby Rod. Melee Weapon Attack. +17 to hit, reach 10
ft., one target. Hit: 18 (2d8+9) bludgeoning damage,
Magic Weapons. Asmodeus’ weapons attacks are plus 13 (3d8) fire damage, plus 13 (3d8) necrotic
magical. damage.
Mark of the Beast. Creatures struck by Asmodeus’ Summon Devils (Recharge 6). Asmodeus automatically
weapon attacks cannot regain hit points until the start summons 1 greater devil or 2 lesser devils. Summoned
of Asmodeus’ next turn. devils appears in an unoccupied space within 60 feet of
Rex Inferni. When a creature that can see Asmodeus Asmodeus and obeys Asmodeus’ commands to the
starts its turn within 60 feet of Asmodeus, he can force best of its ability. It remains until it or Asmodeus dies,
it to make a DC 23 Charisma saving throw if Asmodeus or until Asmodeus sends it to Hell as an action.
isn’t incapacitated and can see the creature. If the
saving throw fails, Asmodeus chooses whether the Legendary Actions
creature is charmed or frightened by him until the start Asmodeus can take 3 legendary actions, choosing from
of its next turn. If this saving throw fails by 5 or more, the options below. Only one legendary action can be
the creature is charmed until it finishes a long rest, after used at a time and only at the end of another creature's
which it may repeat the saving throw and end the turn. Asmodeus regains spent legendary actions at the
enchantment on a success. Only a remove curse or start of his turn.
similar magic can otherwise undo this enchantment.
   Unless surprised, a creature can avert its eyes to avoid Infernal Speed. Asmodeus moves his speed.
the saving throw until the start of its next turn. If the Vision of Fire (Costs 3 Actions). Asmodeus chooses up
creature does so, it can’t see Asmodeus until the start to six creatures that he can see within 60 feet. Those
of its next turn, when it can avert its eyes again. If the creatures must succeed on a DC 23 Wisdom saving
creature looks at Asmodeus in the meantime, it must throw or gain vulnerability to fire damage until the end
immediately make the save. of Asmodeus’ next turn.

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Regional Effects
The Lords of the Nine The King of Hell is locked away in his infernal empire, from
The Lords of the Nine are villains of the highest which dungeon only the most sadistic or corrupted soul
order, even if they suffer from constant in-fighting. would attempt to succor him. While there, the King of Hell
Combined, they command a countless number of and his ilk are granted considerable power:
infernal legions and condemn the souls of
humanoids across countless worlds. The only After every hour spent within 6 miles of Malsheem,
feature of Hell or its Lords that gives anyone any creatures without immunity to exhaustion or immunity to
peace of mind is the fact that no devil, from fire must succeed on a DC 10 Constitution saving throw
Asmodeus to the lowest lemure, can will or gain a level of exhaustion.
themselves from the confines of Hell by might or At the mere utterance of his name within 6 miles of
magic. The Lords of the Nine are as follows: Malsheem, Asmodeus can see and hear within 120 feet of
   Zariel (CR 22). Lord of the Avernus, the First the speaker for 1 minute, or until he loses concentration
Circle. Zariel was once a favorite of Asmodeus (as though he were concentrating on a spell).
before siding against him in one of the countless When devils roll initiative within 1 mile of Malsheem, they
infernal struggles. can roll two d20s and take either roll.
   Dispater (CR 22). Lord of Dis, the Second Circle.
The archfiend Dispater rules his layer from the If Asmodeus is slain, the scrying effects and initiative
walking Iron City of Dis, with an equally iron fist. bonus end, but the heat dangers persist indefinitely.
   Mammon (CR 23). Lord of Minauros, the Third
Circle. A half-serpentine monstrosity since his last
betrayal. The Overlord of Hell
   Belial (CR 23). Lord of Phlegethos, the Fourth
Circle. Rules Phlegethos with the aid of his
In a pit in Nessus, at a depth that rivals that of the Abyss
ambitious daughter Fierna, herself a dark and
itself, a tremendous form coils in the dark. Far beyond the
powerful force in Hell. ken of all but the most learned of sages, this creature still
   Levistus (CR 24). Lord of Stygia, the Fifth Circle. bears wounds from battles that defined the shape of the
Buried under a mountain of ice, Levistus is the cosmos itself. The archfiends of the Nine Hells fear the
least-trusted and least-liked of all the Lords of the utterance of this creature’s name, so it is never said aloud.
Nine. Even Asmodeus treads lightly on the subject of the one thing
   Glasya (CR 24). Lord of Malbolge, the Sixth Circle. in all the Nine Hells to which even his power is bent in
Asmodeus’ daughter and successor to both the submission: the Overlord of Hell.
infamous Moloch and vanquished Malagard.   This mysterious fiend is rumored to be the father of all
   Baalzebul. (CR 25). Lord of Maladomini, the devils, including the archfiends who are said to be borne of
Seventh Circle. Baalzebul was originally an archon the Overlord’s very blood. Cast down from the primordial
named Triel before falling into the service of heavens in the time before time, the Overlord of Hell remains
Asmodeus. hidden in the deepest pits of the Nine Hells, his wounds
   Mephistopheles (CR 25). Lord of Cania, the Eighth
Circle. Possibly the only creature in existence who
healed but his pride forever marred by the very existence of
could challenge Asmodeus for the crown of Hell.
the multiverse. From these darkest of pits, the Overlord
   Asmodeus (CR 27). Lord of Nessus, King of Hell, commands all the Nine Hells in an organized effort to bring
and ruler of all devils in creation. damnation to all creation. Even Asmodeus he treats as his
   Lucifer (CR ??). Apocryphal predecessor to puppet, concealing the fact that the King of Hell is merely a
Asmodeus. projection of his own creation, another layer in a complex
ruse designed to deflect the interest of the other powers of
the planes.
 
Lair Actions
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.
Chains of black iron spring into existence and bind a
creature within 60 feet of Asmodeus. The creature must
succeed on a DC 22 Dexterity saving throw or be
restrained until initiative count 20 on the following round.
Until initiative count 20 on the following round, whenever
he is subjected to fire damage, Asmodeus takes no
damage and instead regains a number of hit points equal
to the amount of fire damage dealt.
Asmodeus selects one devil he can see and moves that
devil up or down one step in the infernal hierarchy (MM,
p.67). These promotions and demotions cannot be
revoked by anyone other than Asmodeus himself.

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  The Overlord has never been seen by anyone other than
Asmodeus, but sages say that evil takes the form of a Divine Traits
tremendous, fiendish snake with fiery red eyes and black
metallic scales. The Overlord of Hell is a primordial figure that
predates creation itself. His portfolio refers to sin,
Clergy death, and the objectification of nature for selfish
gain, and includes the fire, trickery, and tyranny
The worship of the Overlord of Hell is largely restricted to domains.
greater devils and the archfiends. Mortals who dare to invoke   The Overlord doubles his proficiency bonus on
the power of the Overlord risk their very souls for the ability checks that he makes that pertain to his
slightest power, but are not as uncommon as good sense portfolio.
would suggest.   Colossal Size. The Overlord is much larger than
   There are cults of mortals who dare plumb the depths of lesser monsters. His space is 100 ft. by 100 ft.
hellish knowledge, up to and beyond the gates of Hell while coiled.
themselves. These freaks throw the dice with each hex and   Divine Rank 5. The Overlord ignores the damage
resistance of targets with a lower divine rank.
incantation, risking their very souls for the scraps of power   Divine Rejuvenation. The Overlord cannot be slain
inched out to them by devils way down the chain from their beyond the pits of Nessus. If reduced to 0 hit
patron deity. points anywhere else, the Overlord’s soul escapes
   Clergy of the Overlord of Hell typically do not display any his body and returns to Nessus.
icons or likenesses of their patron deity, fearing either the   Divine Salience. The Overlord can cast any spell
wrath of the Overlord or his enemies in equal measure. Many from the fire, trickery, and tyranny domains with no
have found ways to hide their faith in the symbols and icons material components, as well as any other spell of
of mystery societies, allowing them to worship in secret. 9th-level or lower, provided its effect relates to his
portfolio. His spellcasting ability for these spells is
The Nine Hells Charisma (spell save DC 33, +25 to hit with spell
attacks).
The entirety of the Nine Hells is the Overlord’s prison. There,   Divine Senses. The Overlord of Hell can sense any
he is bound for eternity for his part in the tumult of creation. place desecrated in his name. The Overlord can see
He nor his children can escape the pit of his fall, but all is not and hear at that location for as long as he maintains
lost. Better to reign in hell than to serve in heaven, after all. concentration (as if he were concentrating on a
spell).
Lair Actions   Grant Spells. The Overlord grants spells to those
On initiative count 20 (losing initiative ties), the Overlord who dare call themselves his worshippers. He can
takes a lair action to cause one of the following effects; the withhold spell slots from one creature as a bonus
Overlord can’t use the same effect two rounds in a row. action, but once a spell slot has been granted, it
cannot be taken back.
Creatures within 120 feet of the Overlord of Hell who are   Immortality. The Overlord of Hell does not age or
not lawful evil in alignment must make a DC 33 Charisma die of old age, and cannot be aged magically. The
saving throw. On a failed save, their alignment shifts to Overlord of Hell does not need to breathe, eat, or
lawful evil. After finishing a long rest, creatures can repeat sleep.
the saving throw, ending the effect with a success. After
three failures, the effect is permanent and can only be
undone by a wish spell or similar magic.
The Overlord of Hell exercises his authority as the god of
the damned, casting any spell as long as its effects pertain Voices and apparitions of dead relatives and loved ones
to the Overlord’s portfolio. haunt living creatures traveling in the Nine Hells. After
Pools of magma that the Overlord can see surge outward each hour spent in the Nine Hells, roll a d20. On an 11 or
with writhing tentacles of flowing red rock. Any non-fiend higher, 1d4 - 1 ghosts are encountered. Their mood is
creatures within 50 feet of such a pool must make a DC determined by their relationship to the party.
28 Strength saving throw or be pulled up to 50 feet into Legions of infernal infantry patrol the nightmarish
the magma and knocked prone. Creatures who start their landscape of the Nine Hells. After every 2 hours spent in
turn submerged in magma suffer 99 (18d10) fire damage. the Nine Hells, roll a d20. On a 15 or higher, a patrol of
2d10+4 hostile erinyes are encountered.
Regional Effects Long rests in Nessus come with no small risk. After
The Nine Hells are a complex network of outer planes strung finishing a long rest in Nessus, creatures who are not
together by the River Styx, said to be the blood of the lawful evil must succeed on a DC 33 Charisma saving
Overlord himself. Nessus remains the home of the Overlord throw or develop an long-term madness (DMG, p.260).
of Hell, despite his reach and authority across the Nine Hells,
and is thoroughly magical and accursed, containing one or
more of the following magical effects:

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The Overlord of Hell  Until the grapple ends, the target is restrained, and the
Overlord can’t bite another target.
Colossal fiend, lawful evil
Nullify Magic. The Overlord casts a dispel magic spell as
Armor Class 27 (natural armor) a 9th-level spell.
Hit Points 6662 (325d20 + 3250)
Speed 240 ft., fly 120 ft. Rank Devils. The Overlord can select one devil he can
see and moves that devil up or down one step in the
infernal hierarchy (MM, p.67). These promotions and
STR DEX CON INT WIS CHA demotions cannot be revoked by anyone other than The
Overlord himself.
32(+11) 30(+11) 30(+10) 32(+11) 36(+13) 40(+15)
Shift Mass. The Overlord is so large that his body can
Saving Throws Str +21, Con +20, Wis +23, Cha +25 obstruct movement. As an action, he can arrange his
Skills Deception +35, History +21, Intimidate +35, mass in a series of 25 contiguous 20-ft. cubes in order
Perception +23, Persuasion +35 to wall off enemies, block lines of sight, etc. The
Damage Resistances acid, thunder Overlord can arrange himself horizontally or vertically,
Damage Immunities fire, necrotic, poison; bludgeoning, but he needs at least one of his 20-ft. cubes on the
piercing, and slashing that is nonmagical ground for every two 20-ft. cubes he lifts vertically. The
Condition Immunities charmed, exhausted, frightened, Overlord cannot move and remain coiled at the same
poisoned time
Senses truesight 120 ft., passive Perception 33 Summon Devils. The Overlord automatically summons 1
Languages Ignan, Infernal, Primordial, telepathy (planar) greater devil or 2 lesser devils. A summoned devil
Challenge 35 appears in an unoccupied space within 60 feet of the
Overlord and obeys the Overlord’s commands to the
Legendary Resistance (5/day). When The Overlord fails a best of its ability. It remains until it or the Overlord dies,
saving throw, he can choose to succeed instead. or until the Overlord sends it back as an action.
Swallow. The Overlord swallows a creature he is
Magic Resistance. The Overlord has advantage on saving
grappling, and the grapple ends. While swallowed, the
throws against spells and other magical effects.
creature is blinded and restrained, it has total cover
Magic Weapons. The Overlord’s weapons attacks are against attacks and other effects outside of the
magical. Overlord, and it takes 55 (10d10) fire and 55 (10d10)
Mark of the Beast. Creatures struck by the Overlord’s necrotic damage at the start of the Overlord’s turns.
weapon attacks cannot regain hit points until the start  If the Overlord takes 100 damage or more on a single
of the Overlord’s next turn. turn from a creature inside him, he must make a DC 25
Constitution saving throw at the end of that turn or
Power of the Nine Hells. When a creature that can see regurgitate all swallowed creatures, which fall prone in a
the Overlord starts its turn within sight of him, he can space within 10 feet of the Overlord. If the Overlord
force it to make a DC 33 Wisdom saving throw if he dies, a swallowed creature is no longer restrained by
isn’t incapacitated and can see the creature. If the him and can escape by using 50 feet of movement,
saving throw fails, the creature is affected as follows: exiting prone.
If the creature is a celestial, it is subject to a power Tail. Melee Weapon Attack. +21 to hit, reach 40 ft., one
word kill spell. target. Hit: 220 (20d20+10) bludgeoning damage, and
Any other creature is charmed or frightened until the enemies within 10 feet of the target must succeed on a
end of its next turn, the Overlord’s choice. Unless DC 28 Dexterity saving throw or suffer an equal amount
surprised, a creature can avert its eyes to avoid the of damage.
saving throw until the start of its next turn. If the
creature does so, it can’t see the Overlord until the Legendary Actions
start of its next turn, when it can avert its eyes again.
If the creature looks at the Overlord in the meantime, The Overlord can take 3 legendary actions, choosing
it must immediately make the save. from the options below. Only one legendary action can
be used at a time and only at the end of another
creature's turn. The Overlord regains spent legendary
Actions actions at the start of his turn.
Multiattack. The Overlord makes one bite attack and
four tail attacks. The Overlord can replace one tail attack Lord of the Pit. The Overlord uses his Summon Devils
with a swallow attack. ability.
Shift Mass (Costs 2 Actions). The Overlord uses his Shift
Bite. Melee Weapon Attack. +21 to hit, reach 20 ft., one Mass ability.
target. Hit: 451 (80d10+11) piercing damage, plus 55 Snap. The Overlord makes a Bite or Swallow attack.
(10d10) fire damage, and the creature is grappled Vex Arcana. The Overlord uses his nullify magic ability.
(escape DC 29).

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New Divine Domains Tyranny Domain
The following are two divine domains. Clerics can choose The art of tyranny is perhaps one of the oldest tools in the
one of these domains rather than the domains available in governing toolkit of the gods. When a god wants something
the PHB. done, it gets done - and usually through the generous use of
threats and intimidation on the part of the god in question.
After all, what use is the power to create and destroy on a
Fire Domain divine scale if your short-lived, dirt-farming worshippers won’t
For most faiths, the relationship between fire and the gods is do what you tell them? Tyranny in the behavior of the gods is
as old as the cosmos itself. Fire gods exist in every pantheon sometimes just an innocent extension of their unique
in some form or another, often in many forms. Surtur, Loki, relationship to nature, but most often it is simply the
Ogoun, Agni. The list goes on. Many are associated with light, reflection, or the source, of all mortal tyranny on the earth.
or more specifically the sun, while others are tied to primal Tyranny Domain
concepts like creation, destruction, power, and immortality.
Priests of fire gods are as variable as the flames they worship, Cleric Level Spells
able to both smolder and erupt with volcanic fury. 1st command, unseen servant
Fire Domain 3rd hold person, suggestion
Cleric Level Spells 5th bestow curse, fear
1st burning hands, chromatic orb (fire only) 7th dominate beast, locate creature
3rd flaming sphere, scorching ray 9th dominate person, geas
5th fireball, protection from energy
7th freedom of movement, wall of fire Iron of Tyrants
At 1st level, your weapon attacks are considered magical for
9th cone of cold (fire damage), flame strike purposes of bypassing resistance and immunity to
nonmagical weapon damage.
Secrets of Fire
At 1st level, you learn the fire bolt cantrip if you do not Channel Divinity: Voice of Authority
already know it. Starting at 2nd level, when you cast any spell from the
   You also learn the Ignan language. Tyranny domain on your turn, you can use your Channel
Divinity to impose disadvantage on the target’s saving throw
Channel Divinity: Thermal Equilibrium against that spell.
Starting at 2nd level, you can use your Channel Divinity to
become immune to fire damage for 1 minute. Alternatively, Channel Divinity: Quash Resistance
you and up to four other creatures gain resistance to fire Starting at 6th level, when you deal damage with a weapon or
damage for 1 minute. spell attack, you can use your Channel Divinity to ignore the
target’s resistance to that damage type for 1 minute.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes Divine Strike
with the fire of your divine patron. Once on each of your turns At 8th level, you gain the ability to infuse your weapon strikes
when you hit a creature with a weapon attack, you can cause with the force of your divine patron. Once on each of your
the attack to deal an extra 1d8 fire damage to the target. turns when you hit a creature with a weapon attack, you can
When you reach 14th level, the extra damage increases to cause the attack to deal an extra 1d8 force damage to the
2d8. target. When you reach 14th level, the extra damage
increases to 2d8.
Incinerate
Starting at 17th level, when you reduce a creature to 0 hit True Command
points by dealing fire damage to it, the creature is incinerated. When you reach 17th level, you can cast the command spell
An incinerated creature and everything it is wearing, except as a reaction, which you take when a creature within 60 feet
magic items, are reduced to a pile of coarse black ash. The of you takes an action or leaves its space. Once you use this
creature can be restored to life only by means of a true feature, you must finish a short or long rest before you can
resurrection or a wish spell. use it again.

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The Ruby Rod of Asmodeus Reverie of Nessus. Once per day, you can use your action
Rod, artifact (requires attunement) The Ruby Rod of to conjure a 15-ft. radius barrier of pure force around
Asmodeus is one of the most infamous artifacts in existence, yourself, ejecting creatures from within the area at the
its legend stretching as far as that of the Book of Vile moment of the barrier’s creation. For the next three rounds,
Darkness or the Wand of Orcus. It is the scepter of the King the barrier protects you from all damage and unwanted spell
of Hell and has served for eons as a symbol of the infernal effects, purging unwanted diseases, poisons, enchantments,
authority of Asmodeus over all the devils of the Nine Hells. and other maladies. At the end of the third round, you gain
   Creatures who are not attuned to the item are subject to the the benefit of having finished a long rest. This power
brunt of its power. Whether afflicted by its magic or recharges after 24 hours.
mesmerized by its radiance, stark counterpoints to its Sentience. The Ruby Rod is a sentient lawful evil rod with
fiendish and vile wielder, creatures who see the Ruby Rod are an Intelligence of 12, a Wisdom of 13, and a Charisma of 14.
forever changed by the experience. To have seen such a It has hearing and darkvision out to a range of 120 feet.
wonder in the hands of the King of Hell is often a source of   The Ruby Rod communicates telepathically with its wielder
great inner conflict for many such people, for they struggle to and can speak, read, and understand Common and Infernal.
reconcile how such majesty can exist in such a terrible place. Personality. The Ruby Rod sees itself as the ultimate
   Anyone other than Asmodeus who attempts to attune to the symbol of power and authority in the Nine Hells. It knows
Ruby Rod of Asmodeus is subjected to a harm spell (DC 20). that it is desired above all else by the Lords of the Nine,
Anyone not attuned to it suffers 9 (2d8) necrotic damage and which makes it vain, vapid, and short-tempered.
9 (2d8) fire damage each round they hold the Ruby Rod.   Despite its vanity, the Ruby Rod serves Asmodeus, and will
   In the hands of someone attuned to it, the Ruby Rod can be do whatever it can to return to him should they be separated.
wielded as a large +3 mace that deals 2d8 bludgeoning If attuned to a creature other than Asmodeus, the Ruby Rod
damage on a successful hit. The Ruby Rod deals an secretly works against its new owner until it either finds its
additional 13 (3d8) fire damage and 13 (3d8) necrotic way back to Asmodeus, or until its new owner is slain, at
damage on a hit. which point the Ruby Rod returns to the Nine Hells.
   Random Properties. The Ruby Rod of Asmodeus has the Destroying the Rod. Destroying the wretched Ruby Rod
following random properties: calls for it to be taken from Asmodeus or its current owner,
then transported on sabbatical by a legendary paladin to
2 minor beneficial properties Mount Celestia. The paladin must summit the holy mountain
1 major beneficial property and subject themselves to Zaphkiel’s aura of absolution,
2 minor detrimental properties taking the Ruby Rod into the archon’s aura where it is
1 major detrimental property dissolved in a blinding radiance of pure good.
Condemn Souls. The Ruby Rod rips out the soul of any
creature it reduces to 0 hit points. The soul is cast to
Avernus, where it is incarnated as a lemure.
   Dragon Fire. The Ruby Rod has 9 charges. While holding
it, you can use an action and expend one charge to unleash
the breath weapon of an ancient chromatic dragon. The costs
and effects are as follows:
Black. 90-ft. × 10-ft. line. DC 22 Dexterity saving throw, 67
(15d8) acid damage on a failed save, or half as much
damage on a successful one.
Blue. 120-ft. × 10-ft. line. DC 23 Dexterity saving throw, 88
(16d10) lightning damage on a failed save, or half as much
damage on a successful one.
Green. 90-ft. cone. DC 22 Constitution saving throw, 77
(22d6) poison damage on a failed save, or half as much
damage on a successful one.
Red. 90-ft. cone. DC 24 Dexterity saving throw, 91 (26d6)
fire damage on a failed save, or half as much damage on a
successful one.
White. 90-ft. cone. DC 22 Constitution saving throw, 72
(16d8) cold damage on a failed save, or half as much on a
successful one.

ASMODEUS
8

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