D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Sea Monster by Pneg Gao

Dagon (WIP)Challenge TBD
Gargantuan fiend (demon prince), chaotic evilTBD Elite XP
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Armor Class 23 (Natural Armor)
Hit Points 930 (60d10 + 600; bloodied 465)
Speed 60 ft., fly 180 ft.
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STRDEXCONINTWISCHA
29 (+9)28 (+9)30 (+10)30 (+10)30 (+10)30 (+10)
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Saving Throws Str + 18, Dex +18, Con +19, Int+19, Wis +19, Cha +19
Skills athletics +18, arcana +19, deception +19, insight +19, intimidation +19, perception +29, persuasion +19, religion +19
Damage Resistances acid, lightning
Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 500 ft., Passive Perception 39
Languages all, telepathy 360 ft.
Proficiency Bonus +9 Maneuver DC 26
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Archduke (Elite Trait; 1/Rest). The first time Asmodeus is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Asmodeus drops to 0 hit points, and he is not in Nessus, his body is destroyed but his essence travels back to his domain in Nesses, and is unable to take physical form for a time.

Infernal Might. While in Hell, Asmodeus's attacks ignore all resistances of creatures with less than 20 hit dice and he scores a critical hit on a roll of 17 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Mephistopheles is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mephistopheles has disadvantage on the attack roll.

Lord of Nessus. While on Nessus, Asmodeus can’t be surprised or changed into another form against his will, he can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Additionally, while on 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 20 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.

Lord of the Nine. While in hell, Asmodeus can revoke or grant control of a layer of hell. To do so he must be on the layer and then must spend a full round doing nothing but concentrating on this task. At the end of the round the Lordship of the layer changes as Asmodeus desires. If Asmodeus revokes control without assigning to another, he gains control of the layer and that plane is considered Nessus for any of Asmodeus' traits or abilities.

ACTIONS
Multiattack. Asmodeus makes two melee attacks. He can replace one of these attacks to cast an at will spell.

Ruby Rod. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 12) magical bludgeoning damage plus 27 (6d8) acid, cold, or lightning damage, Asmodeus’ choice.

Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) magical bludgeoning damage plus 14 (4d6) fire damage and the target must succeed on DC 26 Strength saving throw or be knocked prone, grappled, or stunned until the end of its next turn (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 fire, 100 feet tall with a 15-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 27 Dexterity saving throw, taking 55 (10d10) fire damage on a failure, or half as much damage on a success.

Innate Spellcasting. Asmodeus’s spell casting ability is Charisma (spell save DC 27, +19 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: alter self (can become any size when changing his appearance), animate dead, counterspell, detect evil and good, detect magic, dispel magic, fear, fireball, geas, hold monster, invisibility (self only), lightning bolt, mage hand, magic missile, scrying, suggestion
3/day each: banishment, blight, cone of cold, hold monster, ice storm, wall of fire
2/day each: disintegrate, dominate monster, fire storm, forcecage, plane shift, symbol
1/day each: gate, holy aura, meteor swarm, power word kill, wish
Fireball (3rd level). Mephestopheles chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Meteor Swarm (9th level). Mephestopheles selects four points within 1 mile of him. A sphere of flame strikes the ground at each point and explodes in a 40-foot radius. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.

Summon Devil (3/Rest). Asmodeus magically summons 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 one of his Dukes; or (25% chance of success) one arch-devil.

Teleport. Asmodeus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. While on Nessus, the distance Asmodeus can teleport is doubled.

Planeshift (1/Rest). Asmodeus can

REACTIONS
Asmodeus can take two reactions per round, but only one per turn.

Counterspell. When a creature Asmodeus can see within 60 feet of him casts a spell, he can attempt to disrupt it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Asmodeus makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

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.

LEGENDARY ACTIONS
Asmodeus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Asmodeus regains spent legendary actions at the start of his turn.

Elite Recovery. Asmodeus ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Fling. One medium or smaller object or creature held or grappled by Asmodeus is thrown up to 60 ft in a direction of its choosing and knocked prone. If a thrown target strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.
Regenerate. Asmodeus regains 40 hit points.
Slam. Asmodeus makes a Slam attack.
Teleport. Asmodeus uses his Teleport action.
Ruby Rod (Costs 2 Actions). Asmodeus makes a Ruby Rod attack or uses on of the artifacts powers.
Puppet Master (Elite Action). Asmodeus exerts precise control over one creature he has dominated and forces to use its reaction to move and/or attack one of Asmodeus' enemies.
Chill Gaze (Elite Action; Costs 2 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 27 Wisdom saving throw, taking 65 (10d12) cold damage and be paralyzed until the end of Asmodeus next turn on a failure and half as much damage on a success.
Hellish Recharge (Elite Action; Costs 3 actions). Asmodeus recharges hellfire pillar and uses it.



EQUIPMENT
Ruby Rod

Rod, artifact (requires attunement by a lawful evil fiend)

This rod can be wielded as a Large magic mace that grants a +3 bonus to attack and damage rolls made with it. Additionally, it deals an extra 6d8 cold, fire, or acid damage, your choice. on a hit.

Absorption. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast and is stored as a charge, see Spells below. Once the rod is fully charged (50 charged), it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

Heaven's Bane. On a hit, the rod deals an extra 10d10 radiant or necrotic damage to celestials, your choice.

Lord of Hell. While holding the rod you can use an action to cast Mass Suggestion at 9th level. If you are in hell, the spell ignores immunity to the charmed condition, the range is 1 mile, there is not limit on the number of devils targeted, and devils have disadvantage on the saving throw.

Rulership. You can use an action present the rod and command obedience from each creature of your choice that you can see within 240 feet of you. Each target must succeed on a DC 20 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way.

Spells. The rod has 50 charges. While holding this rod, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): arcane eye (4 charges), bestow curse (3 charges), acid arrow (9th level; 9 charges) cone of cold (9th level; 9 charges), lightning bolt (9th level; 9 charges).

The rod regains 3d10 + 10 charges daily at dawn.

Special. While Asmodeus is in possession of the Ruby Rod it uses his save DC and attack bonus and attacks made with it ignore resistance to cold, acid, or lightning damage. Additional, it has the following property:

Returning. The rod magically returns to Asmodeus' hand when summoned (no action).
 
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dave2008

Legend
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unknown

Fraz-Urb'Luu (WIP)Challenge 26
Huge fiend (demon prince), chaotic evil180,000 Elite XP
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Armor Class 18 (Natural Armor)
Hit Points 797 (55d12 + 440; bloodied 398)
Speed 60 ft., fly 180 ft.
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STRDEXCONINTWISCHA
29 (+9)20 (+5)27 (+8)28 (+9)26 (+8)26 (+8)
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Saving Throws Strength +17, Dex +18, Int +17, Wis +16
Skills arcana +17, deception +24, insight +16, perception +16, persuasion +16, stealth +13
Damage Resistances acid, cold, fire,
Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 240 ft., Passive Perception 26
Languages all, telepathy 240 ft.
Proficiency Bonus +8 Maneuver DC 25
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Abyssal Might. While in the Abyss, Fraz-Urb’luu's attacks ignore all resistances of creatures with less than 17 hit dice and he scores a critical hit on a roll of 19 or greater.

Banishment. When Fraz-Urb’luu drops to 0 hit points, and he is not in Hollow's Heart, his body is destroyed but his essence travels back to his domain in Hollow's Heart, and is unable to take physical form for a time.

Demon Prince (Elite Trait; 1/Rest). The first time Fraz-Urb’luu is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour.

Immutable Form. Fraz-Urb’luu is immune to any spell or effect that would alter his form.

Limited Magic Immunity. Unless he wishes to be affected, Fraz-Urb’luu is immune to cantrips and all spells from the school of Illusion and similar magic.

Lord of Hollow's Heart. While on Hollow's Heart, Pazuzu can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Prince of Deception. Fraz-Urb’luu's illusions and charms are particularly powerful, ignoring a creature's immunity to the charmed condition. Additionally, creatures make saving throws with disadvantge against Fraz-Urb’luu's illusions, charms, and similar spells and magic.

Undetectable. Fraz-Urb’luu can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or Fiends.

ACTIONS
Multiattack. Fraz-Urb’luu makes a Fists attack. He can then make one Bite or Tail attack or use Phantasmal Terror.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature grappled by Fraz-Urb’luu, incapacitated, or restrained. Hit: 19 (3d6 + 9) magical piercing damage plus 21 (6d6) poison damage.

Fists. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 35 (6d8 + 9) magical bludgeoning damage plus 27 (6d8) force damage and the target must make a DC 25 Strength saving throw or be grappled or knocked prone, Fraz-Urb’luu's chocie.

Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 9) magical bludgeoning damage. If the target is a Medium or smaller creature, it is also grappled (escape DC 25), and it is restrained until the grapple ends. Fraz-Urb’luu can grapple only one creature with his tail at a time.

Phantasmal Terror. Fraz-Urb’luu targets one creature he can see within 120 feet of him and assaults it with horrifying illusions in is mind. The target must succeed on a DC 24 Wisdom saving throw, or it takes 22 (4d10) psychic damage and is frightened of Fraz-Urb’luu until the end of its next turn.

Spellcasting. Fraz-Urb’luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):

At will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force
3/day each: confusion, dream, mislead, programmed illusion, seeming
1/day each: mirage arcane, modify memory, project image

Summon Demons (1/Rest). Fraz-Urb’luu magically summons 2d4 vrocks, or 1d4 nalfeshnee; or (75% chance of success, 1/day) one demon lord; or (50% chance of success, 1/day) one demon prince.

Teleport. Fraz-Urb’luu teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

LEGENDARY ACTIONS
Fraz-Urb’luu can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Fraz-Urb’luu regains spent legendary actions at the start of his turn.

Attack. Fraz-Urb’luu makes a Tail attack or uses Phantasmal Terror.
Elite Recovery. Fraz-Urb’luu ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Glamour. Fraz-Urb’luu magically camouflages himself turning invisible until its concentration ends (as if concentrating on a spell). Any equipment Fraz-Urb’luu wears or carries is invisible with him.
Regenerate. Fraz-Urb’luu regains 30 hit points.
Teleport. Fraz-Urb’luu uses his Teleport action.
Phantasmal Killer (Costs 2 Actions). Fraz-Urb’luu casts phantasmal killer, no concentration required.
Pummel (Cost 2 Actions). Fraz-Urb’luu makes a Fist attack.
Psychic Torment (Elite Action; Cost 3 Actions). Fraz-Urb’luu creates a wave of anguish. Each creature he can see within 120 feet of him must make a DC 24 Wisdom saving throw, taking 55 (10d10) psychic damage and be Dazed until the end of its next turn on a failed save, or half as much damage on a success.
Simulacrum. Fraz-Urb’luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20.



EQUIPMENT
Staff of Fraz'Urb-Luu
Staff, artifact (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it, you gain a +3 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from OriginDamage
10 ft. away or closer8 x the number of charges in the staff
11 to 20 ft. away6 x the number of charges in the staff
21 to 30 ft. away4 x the number of charges in the staff



Fraz-Urb'luu's most impressive possession was the Staff of Fraz'Urb-luu. It was essentially a weapon with the combined powers of a staff of command, a rod of beguiling, and a rod of rulership.[8]

This rod can be wielded as a Large magic mace that grants a +3 bonus to attack and damage rolls made with it. Additionally, it deals an extra 6d8 cold, fire, or acid damage, your choice. on a hit.

Absorption. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast and is stored as a charge, see Spells below. Once the rod is fully charged (50 charged), it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

Heaven's Bane. On a hit, the rod deals an extra 10d10 radiant or necrotic damage to celestials, your choice.

Lord of Hell. While holding the rod you can use an action to cast Mass Suggestion at 9th level. If you are in hell, the spell ignores immunity to the charmed condition, the range is 1 mile, there is not limit on the number of devils targeted, and devils have disadvantage on the saving throw.

Rulership. You can use an action present the rod and command obedience from each creature of your choice that you can see within 240 feet of you. Each target must succeed on a DC 20 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way.

Spells. The rod has 50 charges. While holding this rod, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): arcane eye (4 charges), bestow curse (3 charges), acid arrow (9th level; 9 charges) cone of cold (9th level; 9 charges), lightning bolt (9th level; 9 charges).

The rod regains 3d10 + 10 charges daily at dawn.

Special. While Asmodeus is in possession of the Ruby Rod it uses his save DC and attack bonus and attacks made with it ignore resistance to cold, acid, or lightning damage. Additional, it has the following property:

Returning. The rod magically returns to Asmodeus' hand when summoned (no action).
 
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dave2008

Legend
Miska (WIP)Challenge TBD
Huge fiend (demon prince), chaotic evilTBD Elite XP
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Armor Class 23 (Natural Armor)
Hit Points 930 (60d10 + 600; bloodied 465)
Speed 60 ft., fly 180 ft.
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STRDEXCONINTWISCHA
29 (+9)28 (+9)30 (+10)30 (+10)30 (+10)30 (+10)
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Saving Throws Str + 18, Dex +18, Con +19, Int+19, Wis +19, Cha +19
Skills athletics +18, arcana +19, deception +19, insight +19, intimidation +19, perception +29, persuasion +19, religion +19
Damage Resistances acid, lightning
Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 500 ft., Passive Perception 39
Languages all, telepathy 360 ft.
Proficiency Bonus +9 Maneuver DC 26
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Archduke (Elite Trait; 1/Rest). The first time Asmodeus is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Asmodeus drops to 0 hit points, and he is not in Nessus, his body is destroyed but his essence travels back to his domain in Nesses, and is unable to take physical form for a time.

Infernal Might. While in Hell, Asmodeus's attacks ignore all resistances of creatures with less than 20 hit dice and he scores a critical hit on a roll of 17 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Mephistopheles is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mephistopheles has disadvantage on the attack roll.

Lord of Nessus. While on Nessus, Asmodeus can’t be surprised or changed into another form against his will, he can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Additionally, while on 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 20 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.

Lord of the Nine. While in hell, Asmodeus can revoke or grant control of a layer of hell. To do so he must be on the layer and then must spend a full round doing nothing but concentrating on this task. At the end of the round the Lordship of the layer changes as Asmodeus desires. If Asmodeus revokes control without assigning to another, he gains control of the layer and that plane is considered Nessus for any of Asmodeus' traits or abilities.

ACTIONS
Multiattack. Asmodeus makes two melee attacks. He can replace one of these attacks to cast an at will spell.

Ruby Rod. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 12) magical bludgeoning damage plus 27 (6d8) acid, cold, or lightning damage, Asmodeus’ choice.

Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) magical bludgeoning damage plus 14 (4d6) fire damage and the target must succeed on DC 26 Strength saving throw or be knocked prone, grappled, or stunned until the end of its next turn (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 fire, 100 feet tall with a 15-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 27 Dexterity saving throw, taking 55 (10d10) fire damage on a failure, or half as much damage on a success.

Innate Spellcasting. Asmodeus’s spell casting ability is Charisma (spell save DC 27, +19 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: alter self (can become any size when changing his appearance), animate dead, counterspell, detect evil and good, detect magic, dispel magic, fear, fireball, geas, hold monster, invisibility (self only), lightning bolt, mage hand, magic missile, scrying, suggestion
3/day each: banishment, blight, cone of cold, hold monster, ice storm, wall of fire
2/day each: disintegrate, dominate monster, fire storm, forcecage, plane shift, symbol
1/day each: gate, holy aura, meteor swarm, power word kill, wish
Fireball (3rd level). Mephestopheles chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Meteor Swarm (9th level). Mephestopheles selects four points within 1 mile of him. A sphere of flame strikes the ground at each point and explodes in a 40-foot radius. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.

Summon Devil (3/Rest). Asmodeus magically summons 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 one of his Dukes; or (25% chance of success) one arch-devil.

Teleport. Asmodeus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. While on Nessus, the distance Asmodeus can teleport is doubled.

Planeshift (1/Rest). Asmodeus can

REACTIONS
Asmodeus can take two reactions per round, but only one per turn.

Counterspell. When a creature Asmodeus can see within 60 feet of him casts a spell, he can attempt to disrupt it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Asmodeus makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

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.

LEGENDARY ACTIONS
Asmodeus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Asmodeus regains spent legendary actions at the start of his turn.

Elite Recovery. Asmodeus ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Fling. One medium or smaller object or creature held or grappled by Asmodeus is thrown up to 60 ft in a direction of its choosing and knocked prone. If a thrown target strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.
Regenerate. Asmodeus regains 40 hit points.
Slam. Asmodeus makes a Slam attack.
Teleport. Asmodeus uses his Teleport action.
Ruby Rod (Costs 2 Actions). Asmodeus makes a Ruby Rod attack or uses on of the artifacts powers.
Puppet Master (Elite Action). Asmodeus exerts precise control over one creature he has dominated and forces to use its reaction to move and/or attack one of Asmodeus' enemies.
Chill Gaze (Elite Action; Costs 2 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 27 Wisdom saving throw, taking 65 (10d12) cold damage and be paralyzed until the end of Asmodeus next turn on a failure and half as much damage on a success.
Hellish Recharge (Elite Action; Costs 3 actions). Asmodeus recharges hellfire pillar and uses it.



EQUIPMENT
Ruby Rod

Rod, artifact (requires attunement by a lawful evil fiend)

This rod can be wielded as a Large magic mace that grants a +3 bonus to attack and damage rolls made with it. Additionally, it deals an extra 6d8 cold, fire, or acid damage, your choice. on a hit.

Absorption. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast and is stored as a charge, see Spells below. Once the rod is fully charged (50 charged), it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

Heaven's Bane. On a hit, the rod deals an extra 10d10 radiant or necrotic damage to celestials, your choice.

Lord of Hell. While holding the rod you can use an action to cast Mass Suggestion at 9th level. If you are in hell, the spell ignores immunity to the charmed condition, the range is 1 mile, there is not limit on the number of devils targeted, and devils have disadvantage on the saving throw.

Rulership. You can use an action present the rod and command obedience from each creature of your choice that you can see within 240 feet of you. Each target must succeed on a DC 20 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way.

Spells. The rod has 50 charges. While holding this rod, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): arcane eye (4 charges), bestow curse (3 charges), acid arrow (9th level; 9 charges) cone of cold (9th level; 9 charges), lightning bolt (9th level; 9 charges).

The rod regains 3d10 + 10 charges daily at dawn.

Special. While Asmodeus is in possession of the Ruby Rod it uses his save DC and attack bonus and attacks made with it ignore resistance to cold, acid, or lightning damage. Additional, it has the following property:

Returning. The rod magically returns to Asmodeus' hand when summoned (no action).
 

dave2008

Legend
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Obox-ob, Prince of Vermin by Michael Jaecks

Obox-Ob (WIP)Challenge TBD
Large fiend (demon prince), chaotic evilTBD Elite XP
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Armor Class 23 (Natural Armor)
Hit Points 930 (60d10 + 600; bloodied 465)
Speed 60 ft., fly 180 ft.
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STRDEXCONINTWISCHA
29 (+9)28 (+9)30 (+10)30 (+10)30 (+10)30 (+10)
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Saving Throws Str + 18, Dex +18, Con +19, Int+19, Wis +19, Cha +19
Skills athletics +18, arcana +19, deception +19, insight +19, intimidation +19, perception +29, persuasion +19, religion +19
Damage Resistances acid, lightning
Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 500 ft., Passive Perception 39
Languages all, telepathy 360 ft.
Proficiency Bonus +9 Maneuver DC 26
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Archduke (Elite Trait; 1/Rest). The first time Asmodeus is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Asmodeus drops to 0 hit points, and he is not in Nessus, his body is destroyed but his essence travels back to his domain in Nesses, and is unable to take physical form for a time.

Infernal Might. While in Hell, Asmodeus's attacks ignore all resistances of creatures with less than 20 hit dice and he scores a critical hit on a roll of 17 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Mephistopheles is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mephistopheles has disadvantage on the attack roll.

Lord of Nessus. While on Nessus, Asmodeus can’t be surprised or changed into another form against his will, he can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Additionally, while on 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 20 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.

Lord of the Nine. While in hell, Asmodeus can revoke or grant control of a layer of hell. To do so he must be on the layer and then must spend a full round doing nothing but concentrating on this task. At the end of the round the Lordship of the layer changes as Asmodeus desires. If Asmodeus revokes control without assigning to another, he gains control of the layer and that plane is considered Nessus for any of Asmodeus' traits or abilities.

ACTIONS
Multiattack. Asmodeus makes two melee attacks. He can replace one of these attacks to cast an at will spell.

Ruby Rod. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 12) magical bludgeoning damage plus 27 (6d8) acid, cold, or lightning damage, Asmodeus’ choice.

Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) magical bludgeoning damage plus 14 (4d6) fire damage and the target must succeed on DC 26 Strength saving throw or be knocked prone, grappled, or stunned until the end of its next turn (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 fire, 100 feet tall with a 15-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 27 Dexterity saving throw, taking 55 (10d10) fire damage on a failure, or half as much damage on a success.

Innate Spellcasting. Asmodeus’s spell casting ability is Charisma (spell save DC 27, +19 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: alter self (can become any size when changing his appearance), animate dead, counterspell, detect evil and good, detect magic, dispel magic, fear, fireball, geas, hold monster, invisibility (self only), lightning bolt, mage hand, magic missile, scrying, suggestion
3/day each: banishment, blight, cone of cold, hold monster, ice storm, wall of fire
2/day each: disintegrate, dominate monster, fire storm, forcecage, plane shift, symbol
1/day each: gate, holy aura, meteor swarm, power word kill, wish
Fireball (3rd level). Mephestopheles chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Meteor Swarm (9th level). Mephestopheles selects four points within 1 mile of him. A sphere of flame strikes the ground at each point and explodes in a 40-foot radius. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.

Summon Devil (3/Rest). Asmodeus magically summons 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 one of his Dukes; or (25% chance of success) one arch-devil.

Teleport. Asmodeus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. While on Nessus, the distance Asmodeus can teleport is doubled.

Planeshift (1/Rest). Asmodeus can

REACTIONS
Asmodeus can take two reactions per round, but only one per turn.

Counterspell. When a creature Asmodeus can see within 60 feet of him casts a spell, he can attempt to disrupt it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Asmodeus makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

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.

LEGENDARY ACTIONS
Asmodeus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Asmodeus regains spent legendary actions at the start of his turn.

Elite Recovery. Asmodeus ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Fling. One medium or smaller object or creature held or grappled by Asmodeus is thrown up to 60 ft in a direction of its choosing and knocked prone. If a thrown target strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.
Regenerate. Asmodeus regains 40 hit points.
Slam. Asmodeus makes a Slam attack.
Teleport. Asmodeus uses his Teleport action.
Ruby Rod (Costs 2 Actions). Asmodeus makes a Ruby Rod attack or uses on of the artifacts powers.
Puppet Master (Elite Action). Asmodeus exerts precise control over one creature he has dominated and forces to use its reaction to move and/or attack one of Asmodeus' enemies.
Chill Gaze (Elite Action; Costs 2 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 27 Wisdom saving throw, taking 65 (10d12) cold damage and be paralyzed until the end of Asmodeus next turn on a failure and half as much damage on a success.
Hellish Recharge (Elite Action; Costs 3 actions). Asmodeus recharges hellfire pillar and uses it.



EQUIPMENT
Ruby Rod

Rod, artifact (requires attunement by a lawful evil fiend)

This rod can be wielded as a Large magic mace that grants a +3 bonus to attack and damage rolls made with it. Additionally, it deals an extra 6d8 cold, fire, or acid damage, your choice. on a hit.

Absorption. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast and is stored as a charge, see Spells below. Once the rod is fully charged (50 charged), it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

Heaven's Bane. On a hit, the rod deals an extra 10d10 radiant or necrotic damage to celestials, your choice.

Lord of Hell. While holding the rod you can use an action to cast Mass Suggestion at 9th level. If you are in hell, the spell ignores immunity to the charmed condition, the range is 1 mile, there is not limit on the number of devils targeted, and devils have disadvantage on the saving throw.

Rulership. You can use an action present the rod and command obedience from each creature of your choice that you can see within 240 feet of you. Each target must succeed on a DC 20 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way.

Spells. The rod has 50 charges. While holding this rod, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): arcane eye (4 charges), bestow curse (3 charges), acid arrow (9th level; 9 charges) cone of cold (9th level; 9 charges), lightning bolt (9th level; 9 charges).

The rod regains 3d10 + 10 charges daily at dawn.

Special. While Asmodeus is in possession of the Ruby Rod it uses his save DC and attack bonus and attacks made with it ignore resistance to cold, acid, or lightning damage. Additional, it has the following property:

Returning. The rod magically returns to Asmodeus' hand when summoned (no action).
 
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dave2008

Legend
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Pazuzu bu Ghray

Pazuzu (WIP)Challenge 27
Large fiend (demon prince), chaotic evil210,000 Elite XP
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Armor Class 22 (Natural Armor)
Hit Points 675 (50d10 + 400; bloodied 337)
Speed 40 ft., fly 240 ft. (480 ft. with his magical greatsword)
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STRDEXCONINTWISCHA
25 (+7)26 (+8)27 (+8)25 (+7)26 (+8)28 (+9)
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Saving Throws Str +15, Dex +16, Con +16, Wis +16
Skills acrobatics +16, arcana +15, deception +17, perception +24, persuasion +17, survival +16
Damage Resistances cold, fire, lightning, thunder
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses darkvision 1 mile, truesight 240 ft., Passive Perception 34
Languages all, telepathy 240 ft.
Proficiency Bonus +8 Maneuver DC 24
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Abyssal Might. While in the Abyss, Pazuzu's attacks ignore all resistances of creatures with less than 17 hit dice and it scores a critical hit on a roll of 18 or greater.

Banishment. When Pazuzu drops to 0 hit points, and he is not in Pazunia, his body is destroyed but his essence travels back to his domain in Pazunia, and is unable to take physical form for a time.

Demon Prince (Elite Trait; 1/Rest). The first time Pazuzu is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour.

Flyby. Pazuzu doesn’t provoke opportunity attacks when it flies out of an enemy’s reach

Immutable Form. Pazuzu is immune to any spell or effect that would alter his form.

Limited Magic Immunity. Unless he wishes to be affected, Pazuzu is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mephistopheles has disadvantage on the attack roll.

Lord of Pazunia. While on Pazunia, Pazuzu can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Prince of the Lower Aerial Kingdom. Any evil-aligned creature of 20 hit dice or less within 600 feet of Pazuzu must make a DC 20 Wisdom saving throw or be charmed by Pazuzu for one hour. Additionally, while flying Pazuzu can take the Dash action as a bonus action.

ACTIONS
Multiattack
. Pazuzu makes two attacks with his Greatsword and one with his Phallus Serpent. If Pazuzu is flying, he can also make a Talons attack. Pazuzu can replace one of these attacks with Spellcasting.

Greatsword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 21 (6d6) necrotic damage.

Phallus Serpent. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 11 (1d6 + 8) magical piercing damage plus 9 (2d6) poison damage and the target must make a DC 24 Constitution saving throw or be poisoned. While poisoned this way the target losses one hit point from their hit point maximum every hour.

Talons. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) slashing damage and, if Pazuzu wishes, the target must make a DC 24 Strength saving throw or be grappled.

Breath Weapons (Recharge 5-6). Pazuzu uses one of the following breath weapons.

Corrosive Gas. Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. Creatures in the area must make a DC 24 Constitution saving throw, taking 77 (14d10) acid damage on a failed saving throw, or half as much damage on a successful one.

Disgorge Swarm. Pazuzu a cloud of biting insects that fill a 20-foot sphere surrounding Pazuzu until the end of his next turn. The swarm spreads around corners, its area is heavily obscured except to Pazuzu, and it follows Pazuzu. Each creature within the swarm at the start of its turn must make a DC 24 Constitution saving throw. On a failure, the creature takes 22 (4d10) magical piercing damage plus 22 (4d10) poison damage and cannot take bonus actions, or reactions, and has disadvantage on its attacks, checks, and saving throws until the swarm dissipates. On a success, the creature takes half as much damage.

Lord of the Skies. Pazuzu can target up to six beasts or monstrosities with a fly speed and an Intelligence lower than 10 and cause them to make a DC 24 Wisdom saving throw. On a failed saving throw, the target is dominated as in the dominate monster spell with the exception that Pazuzu can use a bonus action to take direct control of all creatures dominated by this effect and he doesn't need to maintain concentration.

Creatures charmed by Pazuzu have disadvantage on their saving throw.

Spellcasting. Pazuzu’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can cast the following spells, requiring no material components.

At will: animal messenger, arcane eye, call lightning, detect magic, feather fall, giant insect, gust of wind, insect plague, lightning bolt, sending, wind wall (no concentration necessary)
3/day each: control weather, darkness, dispel magic, dominate person, freedom of movement, suggestion
1/day: storm of vengeance
Lightning Bolt (3rd level). A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from Pazuzu in a direction he chooses. Each creature in the line must make a DC 25 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one

Summon (1/day). Pazuzu summons 2d4 succubi, 1d4 nalfeshnees, 1d4 vrocks, or 1 balor.

Teleport. Pazuzu teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

LEGENDARY ACTIONS
Pazuzu can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Pazuzu regains spent legendary actions at the start of his turn.

Elite Recovery. Pazuzu ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Pazuzu regains 30 hit points.
Serpent Strike. Pazuzu makes a Phallus Serpent attack.
Teleport. Pazuzu uses his Teleport action.
Wing Attack. Pazuzu beats his wings. Each creature within 15 feet of Pazuzu must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) magical bludgeoning damage and be forced prone. Pazuzu can then fly up to half its flying speed.
Multiattack (Cost 2 Actions): Pazuzu makes two Greatsword attacks. He can replace on of these attacks with Spellcasting. Additionally, if he is flying he can replace one or more of these attacks with a Talons attack.
Shriek (Costs 2 Actions). Pazuzu roars a blast of concussive sound in a 90-foot cone. Creatures within the area must make a DC 24 Constitution saving throw., taking 45 (8d10) thunder damage on a failed save, or half as much damage on a successful one.
Gale (Elite Action). Pazuzu causes strong winds to immediately gust, choosing a 60-foot cube that he can see. Any creatures within this area must make a DC 24 Strength saving throw or be pushed 60 feet in a random direction and be forced prone. If this would push that creature into a solid surface, the target takes 3 (1d6) bludgeoning damage per 10 feet traveled.
Possession (Elite Action; Costs 2 Actions). Pazuzu casts dominate person.
 
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dave2008

Legend
Queen of Chaos (WIP)Challenge TBD
Large fiend (demon prince), chaotic evilTBD Elite XP
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Armor Class 23 (Natural Armor)
Hit Points 930 (60d10 + 600; bloodied 465)
Speed 60 ft., fly 180 ft.
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STRDEXCONINTWISCHA
29 (+9)28 (+9)30 (+10)30 (+10)30 (+10)30 (+10)
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Saving Throws Str + 18, Dex +18, Con +19, Int+19, Wis +19, Cha +19
Skills athletics +18, arcana +19, deception +19, insight +19, intimidation +19, perception +29, persuasion +19, religion +19
Damage Resistances acid, lightning
Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 500 ft., Passive Perception 39
Languages all, telepathy 360 ft.
Proficiency Bonus +9 Maneuver DC 26
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Archduke (Elite Trait; 1/Rest). The first time Asmodeus is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Asmodeus drops to 0 hit points, and he is not in Nessus, his body is destroyed but his essence travels back to his domain in Nesses, and is unable to take physical form for a time.

Infernal Might. While in Hell, Asmodeus's attacks ignore all resistances of creatures with less than 20 hit dice and he scores a critical hit on a roll of 17 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Mephistopheles is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mephistopheles has disadvantage on the attack roll.

Lord of Nessus. While on Nessus, Asmodeus can’t be surprised or changed into another form against his will, he can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Additionally, while on 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 20 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.

Lord of the Nine. While in hell, Asmodeus can revoke or grant control of a layer of hell. To do so he must be on the layer and then must spend a full round doing nothing but concentrating on this task. At the end of the round the Lordship of the layer changes as Asmodeus desires. If Asmodeus revokes control without assigning to another, he gains control of the layer and that plane is considered Nessus for any of Asmodeus' traits or abilities.

ACTIONS
Multiattack. Asmodeus makes two melee attacks. He can replace one of these attacks to cast an at will spell.

Ruby Rod. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 12) magical bludgeoning damage plus 27 (6d8) acid, cold, or lightning damage, Asmodeus’ choice.

Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) magical bludgeoning damage plus 14 (4d6) fire damage and the target must succeed on DC 26 Strength saving throw or be knocked prone, grappled, or stunned until the end of its next turn (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 fire, 100 feet tall with a 15-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 27 Dexterity saving throw, taking 55 (10d10) fire damage on a failure, or half as much damage on a success.

Innate Spellcasting. Asmodeus’s spell casting ability is Charisma (spell save DC 27, +19 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: alter self (can become any size when changing his appearance), animate dead, counterspell, detect evil and good, detect magic, dispel magic, fear, fireball, geas, hold monster, invisibility (self only), lightning bolt, mage hand, magic missile, scrying, suggestion
3/day each: banishment, blight, cone of cold, hold monster, ice storm, wall of fire
2/day each: disintegrate, dominate monster, fire storm, forcecage, plane shift, symbol
1/day each: gate, holy aura, meteor swarm, power word kill, wish
Fireball (3rd level). Mephestopheles chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Meteor Swarm (9th level). Mephestopheles selects four points within 1 mile of him. A sphere of flame strikes the ground at each point and explodes in a 40-foot radius. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.

Summon Devil (3/Rest). Asmodeus magically summons 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 one of his Dukes; or (25% chance of success) one arch-devil.

Teleport. Asmodeus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. While on Nessus, the distance Asmodeus can teleport is doubled.

Planeshift (1/Rest). Asmodeus can

REACTIONS
Asmodeus can take two reactions per round, but only one per turn.

Counterspell. When a creature Asmodeus can see within 60 feet of him casts a spell, he can attempt to disrupt it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Asmodeus makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

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.

LEGENDARY ACTIONS
Asmodeus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Asmodeus regains spent legendary actions at the start of his turn.

Elite Recovery. Asmodeus ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Fling. One medium or smaller object or creature held or grappled by Asmodeus is thrown up to 60 ft in a direction of its choosing and knocked prone. If a thrown target strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.
Regenerate. Asmodeus regains 40 hit points.
Slam. Asmodeus makes a Slam attack.
Teleport. Asmodeus uses his Teleport action.
Ruby Rod (Costs 2 Actions). Asmodeus makes a Ruby Rod attack or uses on of the artifacts powers.
Puppet Master (Elite Action). Asmodeus exerts precise control over one creature he has dominated and forces to use its reaction to move and/or attack one of Asmodeus' enemies.
Chill Gaze (Elite Action; Costs 2 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 27 Wisdom saving throw, taking 65 (10d12) cold damage and be paralyzed until the end of Asmodeus next turn on a failure and half as much damage on a success.
Hellish Recharge (Elite Action; Costs 3 actions). Asmodeus recharges hellfire pillar and uses it.



EQUIPMENT
Ruby Rod

Rod, artifact (requires attunement by a lawful evil fiend)

This rod can be wielded as a Large magic mace that grants a +3 bonus to attack and damage rolls made with it. Additionally, it deals an extra 6d8 cold, fire, or acid damage, your choice. on a hit.

Absorption. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast and is stored as a charge, see Spells below. Once the rod is fully charged (50 charged), it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

Heaven's Bane. On a hit, the rod deals an extra 10d10 radiant or necrotic damage to celestials, your choice.

Lord of Hell. While holding the rod you can use an action to cast Mass Suggestion at 9th level. If you are in hell, the spell ignores immunity to the charmed condition, the range is 1 mile, there is not limit on the number of devils targeted, and devils have disadvantage on the saving throw.

Rulership. You can use an action present the rod and command obedience from each creature of your choice that you can see within 240 feet of you. Each target must succeed on a DC 20 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way.

Spells. The rod has 50 charges. While holding this rod, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): arcane eye (4 charges), bestow curse (3 charges), acid arrow (9th level; 9 charges) cone of cold (9th level; 9 charges), lightning bolt (9th level; 9 charges).

The rod regains 3d10 + 10 charges daily at dawn.

Special. While Asmodeus is in possession of the Ruby Rod it uses his save DC and attack bonus and attacks made with it ignore resistance to cold, acid, or lightning damage. Additional, it has the following property:

Returning. The rod magically returns to Asmodeus' hand when summoned (no action).
 

Stalker0

Legend
View attachment 281233
Asmodeus the Archfiend by Aleksi Briclot

Asmodeus (WIP)Challenge 30
Large fiend (archdevil), lawful evil310,000 Elite XP
A few thoughts on the big man:

  • The Lord of Nessus ability feels clunky. The combination of both "averting your eyes" and "3 successes before failures" feels like too much complexity. I think this can be toned down.
  • You mention that all spells are "cast at the highest level" but your example has fireball and counterspell as a 3rd level spell. Did you mean that all spells are now 9th level for effects? If you did, your attack damage may need to be buffed, right now it feels like casting 2 at-will spells a round is going to bring a lot more general pain than his attacks.
  • Does the ruby rod spells do anything different than Asmodeus' innate spellcasting? Its a bit strange that Asmodeus casts lightning bolt at will himself and from the rod.
  • Lord of Hell, I would change the language a bit to make this clearer. I would say "devils do not count against your maximum number of targetted creatures"...something like that to clarify how the spell works when you target non-devil and devil subjects.
  • Regenerate 40 actually feels pretty low for a CR 29, I could see that buffing up a bit.
  • One thing that is always talked about Asmodeus, he has schemes within schemes within schemes. While he has the 30 int, it would be nice to have some ability that highlights his tactical genius. A few ideas:
    • Asmodeus instantly knows the stats of any character he sees.
    • He is immune from surprise (I knew you would do that!)
    • Some lair type ability that activates when a player moves (aww you fell right into my trap, as I knew you would).
 

dave2008

Legend
A few thoughts on the big man:

  • The Lord of Nessus ability feels clunky. The combination of both "averting your eyes" and "3 successes before failures" feels like too much complexity. I think this can be toned down.
This was a carry over from my epic update that was designed by someone else. I agree it could be significantly streamlined if not removed.
  • You mention that all spells are "cast at the highest level" but your example has fireball and counterspell as a 3rd level spell. Did you mean that all spells are now 9th level for effects? If you did, your attack damage may need to be buffed, right now it feels like casting 2 at-will spells a round is going to bring a lot more general pain than his attacks.
This was a carry over from my epic update that was designed by someone else. The cast at the highest level will be removed.
  • Does the ruby rod spells do anything different than Asmodeus' innate spellcasting? Its a bit strange that Asmodeus casts lightning bolt at will himself and from the rod.
The rod is an artifact that others can use. That doesn't mean Asmo has to have it to cast some spells. There will be some overlap. Also, some of the repeats are cast a higher level on the rod. Since it takes a full action to use the rod it shouldn't mess with the CR.
  • Lord of Hell, I would change the language a bit to make this clearer. I would say "devils do not count against your maximum number of targetted creatures"...something like that to clarify how the spell works when you target non-devil and devil subjects.
I like that, thank you.
  • Regenerate 40 actually feels pretty low for a CR 29, I could see that buffing up a bit.
The regenerate amounts are a little all over at the moment. I need to come up with a guideline and then apply to all the archdevils.
  • One thing that is always talked about Asmodeus, he has schemes within schemes within schemes. While he has the 30 int, it would be nice to have some ability that highlights his tactical genius. A few ideas:
    • Asmodeus instantly knows the stats of any character he sees.
    • He is immune from surprise (I knew you would do that!)
    • Some lair type ability that activates when a player moves (aww you fell right into my trap, as I knew you would).
Great ideas! I really like this idea of giving mechanical weight to his schemes. I will give it go when I get some time.

Thank you as always for your review and ideas.
 
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dave2008

Legend
A few thoughts on the big man:

  • The Lord of Nessus ability feels clunky. The combination of both "averting your eyes" and "3 successes before failures" feels like too much complexity. I think this can be toned down.
  • You mention that all spells are "cast at the highest level" but your example has fireball and counterspell as a 3rd level spell. Did you mean that all spells are now 9th level for effects? If you did, your attack damage may need to be buffed, right now it feels like casting 2 at-will spells a round is going to bring a lot more general pain than his attacks.
  • Does the ruby rod spells do anything different than Asmodeus' innate spellcasting? Its a bit strange that Asmodeus casts lightning bolt at will himself and from the rod.
  • Lord of Hell, I would change the language a bit to make this clearer. I would say "devils do not count against your maximum number of targetted creatures"...something like that to clarify how the spell works when you target non-devil and devil subjects.
  • Regenerate 40 actually feels pretty low for a CR 29, I could see that buffing up a bit.
  • One thing that is always talked about Asmodeus, he has schemes within schemes within schemes. While he has the 30 int, it would be nice to have some ability that highlights his tactical genius. A few ideas:
    • Asmodeus instantly knows the stats of any character he sees.
    • He is immune from surprise (I knew you would do that!)
    • Some lair type ability that activates when a player moves (aww you fell right into my trap, as I knew you would).
I've revised Lord of Nessus, Spellcasting, and Lord of Hell. I also added "Master Tactician." let me know what you think.
 

dave2008

Legend
1681508045273.png

Malagard on a Card by MarkoTheSketchGuy

The Sisters MalagardChallenge 13
Medium fiend, chaotic evil10,000 XP
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Armor Class 20 (Natural Armor)
Hit Points 144 (17d8 + 68; bloodied 72)
Speed 60 ft.
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STRDEXCONINTWISCHA
20 (+5)17 (+3)18 (+4)20 (+5)16 (+3)18 (+4)
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Saving Throws Dex +8, Con +9, Wis +8
Skills arcana +15, deception +9, insight +8, perception +9, stealth +8
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, frightened
Senses darkvision 120 ft., truesight 60 ft., Passive Perception 19
Languages Abyssal, Common, Infernal, Primordial, telepathy 120 ft.
Proficiency Bonus +5 Maneuver DC 18
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Coven Sisters. When all three Malagard sisters are within 60 feet of each other they regain some of their former power. They have access to their Coven Magic, they each gain 40 temporary hit points, their melee attacks inflict an additional 10 (3d6) fire damage on a hit, and they are each worth 13,000 XP (CR 15) for defeating them.

Magic Resistance. Unless she wishes to be affected, Malagard has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against Malagard has disadvantage on the attack roll.

ACTIONS
Multiattack.
Malagard makes one Claws attack and a Bite attack. Malagard can replace one of these attacks to cast an at will spell.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature grappled by Malagard, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and the creature must make a DC 17 Constitution saving throw or be poisoned. While poisoned this way, the target cannot recover from exhaustion from resting and instead gains one level of exhaustion after each long rest.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 9 (2d6) poison damage and the target must make a DC 18 Strength saving throw or be grappled.

Change Shape. Malagard magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Innate Spellcasting. Malagard's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile
2/day each: animate dead, dispel magic, plane shift (self only), ray of enfeeblement, sleep
1/day each: fireball

Coven Magic. When Malgard's Coven Sisters trait is active, she cast the following spells, sharing the number of uses with her sisters and requiring no material components:

3/day each: identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt,
2/day each: contact other plane, phantasmal killer, polymorph, scrying
1/day each: eyebite, finger of death, incendiary cloud

Magic Missile (1st level). Malagard magically conjures three glowing darts that automatically strike one or more targets Malagard can see within 120 feet of her. Each dart inflicts 7 (1d4 +5) force damage.
Fireball (3rd level; 1/Day). Malagard casts the fireball spell. A bright streak flashes to a point Malagard chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
Finger of Death (Coven Magic; 7th level; 1/Day). A creature of Malagard's choice within 60 feet of her must make a DC 20 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the Malagard's control at the start of her next turn.
Incendiary Cloud (Coven Magic; 8th level; 1/Day; Concentration). Malagard selects a point she can see within 150 feet of her. A boiling cloud of hot smoke and embers erupts into a 20-foot radius sphere from the point. The cloud spreads around corners, is heavily obscured, and lasts for 1 minute. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it make a DC 17 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a successful one.

The cloud can be dispelled by a wind of at least 10 miles per hour. After it is cast, the cloud moves 10 feet away from you in a direction that you choose at the start of each of your turns.


BONUS ACTIONS
Teleport (Recharge 5-6). Malagard magically teleports, along with any equipment she is wearing and carrying, up to 60 feet to an unoccupied space he can see.

REACTIONS
Counterspell (Coven Magic; 3/Day).
When a creature Malagard can see within 60 feet of her casts a spell, she can attempt to disrupt it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Malagard makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

Fiendish Escape. Malagard can take the Dash, Disengage or Hide action.
 
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