bonus action to cast a spell that has a casting time of one action. Large fiend (devil), lawful evil Actions Armor Class 24 (natural armor) Multiattack. Asmodeus attacks twice with his Ruby Rod and uses his Hit Points 375 (30d10 + 210) Chill Gaze. Speed 40 ft., fly 120 ft. Ruby Rod (+5 Mace). Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) bludgeoning damage plus 18 (4d8) STR DEX CON INT WIS CHA necrotic damage. If the target is a creature, it must make a DC 27 22 (+6) 20 (+5) 24 (+7) 30 (+10) 30 (+10) 30 (+10) Wisdom saving throw. On a failed save, the creature must kneel and bow before Asmodeus until the start of its next turn. Until this Saving Throws Dex +14, Int +19, Wis +19, Cha +19 kneeling and bowing ends, the target can't take actions or reactions, Skills Deception +19, Insight +19, Perception +19, Persuasion +19 and its speed is 0 and can't be increased, unless Asmodeus forces it Damage Resistances lightning, necrotic, radiant to (see Command Submissive below). Damage Immunities cold, fire, poison; bludgeoning, piercing, and Chill Gaze. Asmodeus turns his magical gaze toward one creature slashing from nonmagical attacks that aren't silvered he can see within 120 feet of it. The target must succeed on a DC 24 Condition Immunities charmed, exhaustion, frightened, poisoned Constitution saving throw. On a failed save, the creature takes 31 Senses darkvision 240 ft., truesight 120 ft., passive Perception 29 (6d6 + 10) cold damage, can't use reactions, its speed is halved, and it Languages all, telepathy 120 ft. can't make more than one attack on its turn. In addition, the creature Challenge 30 (155,000 XP) can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving Aura of Submission. While Asmodeus is wielding the Ruby Rod, a throw at the end of each of its turns, ending the effect on itself with a creature that starts his turn within 20 feet of Asmodeus must succeed successful save. On a successful save, the target takes half as much on a DC 27 Wisdom saving throw, unless Asmodeus is incapacitated. damage. On a failed save, the creature must kneel and bow before Asmodeus until the start of its next turn. Until this kneeling and bowing ends, Reverie of Nessus (1/Day). While wielding the Ruby Rod, Asmodeus the target can't take actions or reactions, and its speed is 0 and can't magically creates a 5-foot radius spherical wall of force centered on be increased. If a creature's saving throw is successful, the creature is Asmodeus that lasts until the start of Asmodeus's next turn. This immune to Asmodeus's Aura of Submission for the next 24 hours. wall of force functions as both the wall of force and the antimagic Discorporation. When Asmodeus drops to 0 hit points or dies, his field spells. While inside this sphere, Asmodeus can function as if body is destroyed but his essence travels back to his domain in under the time stop spell. In addition, Asmodeus is automatically Nessus, the bottommost layer of the Nine Hells, and is unable to take purged of any unwanted physical and magical conditions, enchant- physical form for a time. ments or effects, diseases, and maladies (including lost body parts). Furthemore, Asmodeus regains all hit points and gains the benefits of Limited Magic Immunity. Unless he wishes to be affected, Asmodeus someone that has completed a long rest. is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects. Teleport. Asmodeus magically teleports, along with any equipment it is wearing and carrying, up to 120 feet to an unoccupied space it can Innate Spellcasting. Asmodeus's spellcasting ability is Charisma see. (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components: Legendary Actions At will: alter self (can become Medium when changing his Asmodeus can take 4 legendary actions, choosing from the options appearance), chain lightning, cone of cold, detect magic, dispel below. Only one legendary action option can be used at a time and magic, identify, hellish rebuke (8th level), improved invisibility, only at the end of another creature's turn. Asmodeus regains spent mass suggestion, mislead, misty step, shield, telekinesis legendary actions at the start of his turn. 3/day each: delayed blast fireball, dominate monster, prismatic spray, Chill Gaze. Asmodeus uses his Chill Gaze. plane shift, programmed illusion, project image, symbol Command Submissive. Asmodeus targets one creature that is 1/day each: foresight, meteor swarm, power word kill, wish kneeling and bowing he can see within 60 feet of him. The target Spellcasting. Asmodeus is a 20th-level spellcaster. His spellcasting uses its reaction to move up to half its speed and make one weapon ability is Wisdom (spell save DC 27, +19 to hit with spell attacks) attack against a creature of Asmodeus's choice that he can see. and he needs only verbal components to cast his spells. He has the Teleport. Asmodeus uses his Teleport action. following cleric spells prepared: Ruby Rod (Costs 2 Actions). Asmodeus attacks with his Ruby Rod. Cantrips (at will): guidance, mending, thaumaturgy, toll the dead Master Strategist (Costs 2 Actions). Roll d10 for Asmodeus. 1st level (4 slots): command, healing word, sanctuary Depending on Asmodeus's choice, the number rolled on the die is 2nd level (3 slots): hold person, locate object, zone of truth subtracted from an attack roll made against Asmodeus or an ally of 3rd level (3 slots): mass healing word, remove curse, spirit guardians his choice or a saving throw roll made against Asmodeus within 4th level (3 slots): banishment, divination, freedom of movement, the next minute. Alternatively, the number rolled can be added to locate creature Asmodeus's next ability check, attack roll or saving throw within 5th level (3 slots): dispel evil and good, flame strike, geas, legend the next minute, if he so chooses. Asmodeus can keep up to 3 lore, mass cure wounds, scrying, unholy weapon* Master Strategist dies at a time. 6th level (2 slots): blade barrier, harm, heal, word of recall Cast a Spell (Costs 1-4 Actions). Asmodeus expends a spell slot to 7th level (2 slots): divine word, fire storm, resurrection cast a 1st-, 2nd-, 3rd-level, or 4th-level spell that he has prepared. 8th level (1 slot): antimagic field, unholy aura* Doing so costs 1 legendary action per level of the spell. 9th level (1 slot): gate, true resurrection Summon Pit Fiend (Costs 4 Actions). Asmodeus magically * (see Appendix C. New Spells) summons a Pit Fiend. The devil appears in an unoccupied space within 60 feet of Asmodeus, acts as Asmodeus's ally, and can Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he summon other devils if it has such power. The devil remains until can choose to succeed instead. Asmodeus dies or until he dismisses it as an action. Magic Weapons. Asmodeus's weapon attacks are magical. Regeneration. If Asmodeus has at least 1 hit point, he regains 30 hit points at the start of his turn.