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Asmodeus (5e Creature)

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Large fiend, lawful evil

Armor Class 30 (natural armor)

Hit Points 736 (20d20 + 400)

Speed 60 ft., fly 120 ft.

STR DEX CON INT WIS CHA


29 20 30 30 27 28
(+9) (+5) (+10) (+10) (+8) (+9)

Saving Throws Str +18, Con +19,


Int +19, Wis +17, Cha +18

Skills Arcana +25, Deception +25,


Perception +30, Religion +20,
Insight +30, Intimidation +25

Damage Vulnerabilities radiant

Damage Resistances acid; Christopher Moeller


lightning; psychic; slashing,
piercing, and bludgeoning from
nonmagical weapons

Damage Immunities fire, poison,


necrotic, cold

Condition Immunities charmed,


deafened, blinded, frightened,
poisoned, petrified

Senses darkvision 240 ft., truesight


120 ft., passive Perception 32

Languages Common, Abyssal,


Celestial, Infernal (can understand
all languages, telepathy 1 mile)

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. However,
if he is killed in his domain of
Nessus, this does not happen.

Innate Spellcasting Asmodeus'


innate spellcasting ability is
Intelligence (Spell save DC 30, +25
to hit). Asmodeus can cast the
following spells without needing
components or expending a spell
slot:

At will: Animate dead, geas (9th


level), ice storm (9th level),
thunderwave (9th level), fire bolt
(max level), chil touch (max level),
bestow curse (9th level), fireball
(9th level), chain Lightning (9th
level), disguise self, identify, blight
(6th level), phantasmal force.

4/day each: Blindness/deafness (9th


level), enthrall, dispel magic (9th
level), counter spell (9th level),
slow (unlimited range), hold
monster, mass suggestion (9th
level), wall of fire, wall of ice,
sickening radiance, polymorph.

3/day each: Banishment,


phantasmal killer, dominate
person (9th level), mental prison,
harm, finger of death, forcecage,
divine word, greater invisibility,
symbol.

2/day each: Feeblemind, dominate


monster (9th level), shapechange,
imprisonment, meteor swarm,
power word kill, true polymorph,
mass polymorph.

1/day each. Dark star, true


resurrection.

Limited Magic Immunity.


Asmodeus is immune to spells of
the 6th level or lower, unless he
wants to be affected.
Regeneration. Asmodeus regains
30 hit points at the start of his turn
as long as he hasn't taken any
radiant damage.

Magic Weapons. Asmodeus's


weapon attacks are magical.

Legendary Resistance (5/day). If


Asmodeus fails a saving throw, he
can choose to succeed instead.

Magic Resistance. Asmodeus has


advantage on saving throws
against magical effects.

Reverie of Nessus As an action,


Asmodeus can encase himself in a
protective barrier which heals him
and stops enemies from attacking
him. This barrier acts as a globe of
invulnerability. The Reverie of
Nessus lasts for three rounds, with
a different effect for each one:

In the 1st round, Asmodeus is


automatically purged of any
unwanted spell effects of
conditions.
In the 2nd round, Asmodeus
is purged of any diseases,
poisons, or physical maladies
(including lost body parts).
In the 3rd round, Asmodeus is
healed to full hit points and
feels as though they just
rested a full day, regaining
spells and class abilities
accordingly.

ACTIONS

Multiattack. Asmodeus can use


his frightful presence. He then
makes five attacks with either his
Ruby Rod or a slam, and then one
with his horns.

Slam. Melee Attack: +14 to hit,


reach 10 ft., one target. Hit: 53
(10d8+8) bludgeoning damage.
Ruby Rod. Melee Weapon Attack:
+17 to hit, reach 10 ft., one target.
Hit: 51 (8d8 + 15 ) piercing damage.

Ruby Rod. Ranged Weapon Attack:


+14 to hit, 150/600 ft., one target.
Hit: 50 (9d8 + 10) fire damage or 51
(10d8+6) lightning damage.

Horns Melee Attack: +14 to hit, 4d4


piercing damage. The target must
succeed on a DC 20 Charisma
saving throw or get poisoned. The
target must roll again every day. If
they fail the saving throw, they
take 3d10 poison damage. If they
succeed, they are no longer
poisoned.

Frightful Presence. Each creature


of Asmodeus’s choice that is within
200 feet of Asmodeus and aware of
him must succeed on a DC 30
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.

Innate Spellcasting. As A bonus


Action, Asmodeus can innately cast
one spell.

Soul Bartering. Asmodeus can


grant any humanoid one wish
(using the spell wish) in its lifetime
on the condition that the PC is
bound to him after death.
Asmodeus can make minor
changes to the wishes if he wants.
Asmodeus suffers no harmful
effects from this action.

"Now you see me". As a bonus


action on his turn, Asmodeus can
teleport anywhere within his line
of sight or in the nine hells.
Loyalty to the Lord. As a bonus
action, if Asmodeus' rod was ever
knocked or taken out of his hand,
he can instantly teleport it back
into his palm

LEGENDARY ACTIONS

The 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. The
Asmodeus regains spent legendary
actions at the start of its turn.

Call of the Lord. (Costs 2


Actions) Asmodeus can summon
eight creatures (with a challenge
rating of 20 or below) who reside
within 9 hells.

Chilling Gaze. Asmodeus target


one creature within 30 ft., the
target makes a Wisdom Save of DC
25 on a failed save target takes
3d10 psychic damage, the target
becomes frightened for 30 seconds
and gains 1 level of exhaustion. On
gaining six levels of exhaustion
creature doesn’t die but is
dominated by Asmodeus.

Contract Established. 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).
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 25.
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 five
rounds (suction only during the
first round).

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