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[High level monsters and powers] What can Graz'zt actually do?
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<blockquote data-quote="Runestar" data-source="post: 4609338" data-attributes="member: 72317"><p>It is not so much of depowering them as much as the designers are streamlining their stat block, IMO. While the 2e and 3e grazzt had tons of SLAs (the norm for high lv foes), the reality was that many of them were flat out worthless in combat. He is not going to bother harrying the PCs with low-powered options such as magic missile or unholy blight. In fact, many of them are just plain inferior to the full attack action, since using them is a standard action, which is mutually exclusive with attacking.</p><p></p><p>As a contrast, let me compare this with what Asmodeus might look like if he had been exhaustively statted out using 3e rules.</p><p></p><p>[sblock]The Overlord of Hell</p><p>Medium Outsider (Abomination, Evil, Extraplanar, Lawful)</p><p>Divine Rank: 18 (cosmic rank 21 in Hell)</p><p>Symbol: A pentagram surrounded by eight “9s” with a final “9” in the center</p><p>Portfolio: Damnation, Devils, Tyranny, Power, Oppression, Lost Knowledge, Intrigue</p><p>Cleric Alignments: LE, NE</p><p>Domains: Destruction, Domination, Evil, Knowledge, Law, Trickery</p><p>Favored Weapon: “The Ruby Scepter of Hell” (heavy mace)</p><p>Hit Dice: 45d8 (Outsider) + 20d8 (cleric) + 25d4 (wizard) + 990 (1,610 hp)</p><p>Initiative: +21 (+13 Dex, +8 Superior Initiative)</p><p>Speed: 120 ft., fly 250 ft. (perfect)</p><p>Armor Class: 97 (+13 Dex, +18 divine, +34 natural,</p><p>+22 deflection), touch 63, flat-footed 84</p><p>Base Attack/Grapple: +68/+101</p><p>Attack: The Ruby Scepter of Hell +110 melee (1d8+24 plus 3d6 and 1 negative level (axiomatic) plus 3d6 and 1 negative level (unholy) plus Tyrant's Taint/15-20/x4 plus 12d6 and 4 negative levels (axiomatic)</p><p>plus 12d6 and 4 negative levels (unholy)); or spell +101 melee touch or +99 ranged touch. </p><p>Full Attack: The Ruby Scepter of Hell +110/+105/+100/+95 melee (1d8+24 plus 3d6 and 1 negative level (axiomatic) plus 3d6 and 1 negative level (unholy) plus Tyrant's Taint/15-20/x4 plus 12d6 and 4 negative</p><p>levels (axiomatic) plus 12d6 and 4 negative levels (unholy)); or spell +101 melee touch or +99 ranged touch.</p><p>Space/Reach: 5 ft. /5 ft.</p><p>Special Attacks: Domain powers, gaze of Hell's depth, rebuke/command undead 25/day, salient divine abilities, spell-like abilities, spells.</p><p>Special Qualities: Abomination traits, Avatar, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, divine aura (18 miles, DC 72), divine immunities, damage reduction 40/anarchic, epic, good, and silver, godly realm, greater teleport at will, Infernal Knowledge, Infernal Majesty, immunity to acid, cold, electricity, and fire, malefircarim traits, plane shift at</p><p>will*, regeneration 22, remote communication, resistance to sonic 23, see in darkness, spell resistance 115, telepathy (18 miles), understand, speak, and read all languages and speak directly to all beings within 18 miles.</p><p>*As The King of Hell can only send one avatar beyond the confines of Hell at a time, he rarely uses this ability. </p><p>Saves: Fort +75, Ref +77, Will +86.</p><p>Abilities: Str 40, Dex 36, Con 32, Int 54, Wis 54, Cha 54.</p><p>Skills: Appraise +105 (+113 alchemical items, +113 books, +113 paintings, +113 forged items), Balance +96, Bluff +141, Concentration +122, Craft (alchemy) +110, Craft (blacksmithing) +105, Craft</p><p>(bookbinding) +105, Craft (painting) +100, Decipher Script +90, Diplomacy +169 (+175 with evil beings), Disguise +112 (+122 when acting in character), Escape Artist +76, Forgery +110, Gather Information</p><p>+139 (+149 in Hell), Heal +115, Hide +119, Intimidate +149 (+155 against evil beings), Knowledge (arcana) +133, Knowledge (architecture and engineering) +85, Knowledge (dungeoneering) +85, Knowledge</p><p>(geography) +90, Knowledge (history) +120, Knowledge (local [Hell]) +133, Knowledge (nature) +90, Knowledge (nobility and royalty) +105, Knowledge (the planes) +133, Knowledge (religion) +133, Listen +100, Move Silently +81, Perform (dance) +89, Perform (oratory) +89, Perform (string instruments) +89, Search +115 (+121 to find secret doors),</p><p>Sense Motive +133, Sleight of Hand +45, Spellcraft +143, Spot +90, Survival +40 (+46 in aboveground natural environments, +50 on other planes, +48 to find or follow tracks, +46 to keep from getting lost,</p><p>+46 while underground), Use Rope +31 (+37 to bind someone).</p><p>Feats: Alluring, Brew Potion, Combat Expertise, Combat Reflexes, Corrupt Spell, Corrupt Spell-Like Ability B, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dark SpeechB, Empower Spell, Eschew Materials, Flyby Attack, Forge Ring, Heighten Spell, Imposter, Improved Combat Expertise, Improved Critical (heavy mace), Improved Flyby Attack, Improved Initiative, Jack-of-all-Trades, Persuasive, Power Attack, Quicken Spell, Reach Spell, Scribe Scroll, Silent Spell, Spell Focus (all)B, Still Spell, Trustworthy, Violate Spell.</p><p>Epic Feats: Epic Evil BrandB, Epic Reputation, Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell, Superior Initiative.</p><p>Salient Divine Abilities: Alter Form, Arcane Mastery, Aura of Utter Hell*, Control Creatures (devils), Craft Artifact, Create Object, Create Greater Object, Damnation*, Divine Blast (25/day, 18 miles, 480 damage),</p><p>Divine Glibness (DC 72), Divine Shield (14/day, absorb 180 points of damage), Divine Spellcasting, Govern the Children (devils), Hand of Death (DC 72), Hell’s Mouth*, Increased Damage Reduction, Increased</p><p>Spell Resistance, Know Secrets (DC 72), Life and Death, Overlord, Spontaneous Wizard Spells, The Lord of the Nine*, Overlord of Hell*.</p><p>*Unique Salient Divine Abilities; see below for details.</p><p>Environment: Malsheem, Nessus, Ninth of the Nine Hell of Perdition</p><p>Organization: Solitary (unique); or with bodyguard (Aesmadeva); or with attendees (The Ashmadia and Aesmadeva); or with court (The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1 arch-devils); or with Infernal Procession (4d20 + 1 common devils, The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1 Arch-Devils).</p><p>Challenge Rating: 81</p><p>Treasure: The Ruby Scepter of Hell</p><p>Alignment: Lawful Evil[/sblock]</p><p>and another few pages just to fully flesh out his abilities.</p><p>[sblock]Combat</p><p>Asmodeus rarely finds it necessary to allow matters to degenerate into fisticuffs, preferring to trick other beings into doing his bidding or to smother their wills. Asmodeus does not personally engage in combat unless it</p><p>becomes absolutely necessary, first allowing millions of devils to enter battle in his name. If combat occurs in his direct presence, he may aid favored minions (such as Aesmadeva and the Ashmadia) by countering particularly dangerous spells, disarming foes via telekinesis, or dominating the weaker-minded opponents and ordering them to attack their comrades. Seated calmly on the Serpent’s Throne, Asmodeus activates his Aura of Utter Hell and employs spell-like abilities or silent and still spells, exerting his will with no outward signs of any effort. Should enemies attempt to engage him directly, he may strike them down instantly if possible (via divine blast, hand of death, or life and death).</p><p>Against more powerful foes, rather than taking them apart in combat, Asmodeus may first allow them to wear themselves down on his defenses (employing the Armor of Malsheem and his divine shields), creating a feeling of hopelessness and forcing them to inevitably submit to his will. Though it is virtually unheard of for Asmodeus to enter physical combat, he is quite proficient at it, and with the might of the Ruby Scepter of Hell, Asmodeus</p><p>will not hesitate to humble his foes in melee if necessary.</p><p>Between his melee abilities, salient divine abilities, special attacks, spell-like abilities, spontaneous spells, and the powers of the Ruby Scepter, Asmodeus has virtually limitless options in combat. His vast knowledge</p><p>allows him to select the most appropriate attack form for any foe or situation he may come across. Asmodeus is always prepared to increase the sway of Lawful Evil, and a creature powerful enough to challenge</p><p>him may become a useful slave, whether tempted or tricked into his service or dominated outright. Others that challenge The Overlord, however, may find naught but oblivion as he consumes their immortal souls. </p><p></p><p>Alter Reality: Asmodeus can use the wish spell with regard to his portfolio, save for the replication of other spells. This ability costs Asmodeus no XP, and requires a standard action to implement. Asmodeus may also use</p><p>alter reality to cast any inflict spell at will as a standard action (applying metamagic feats to the spell requires him to forego using alter reality for 1 round for each spell level the feat would add). As a free action, Asmodeus</p><p>can assume any size from Fine (as small as a grain of sand) to Colossal (up to 1,600 feet tall), adjusting his statistics accordingly. He may also change the size of up to 100 pounds of objects he touches.</p><p>Aura of Utter Hell (unique salient divine ability): As the ultimate representation of organized evil, Asmodeus exudes an aura that is akin to Hell itself. Asmodeus’ presence is so heinous and overwhelming that it</p><p>causes lesser (that is most) beings to cower before him or pay homage to the totality of Lawful Evil he represents. All within 9 miles of Asmodeus must succeed on a Will save (DC 72). Those who succumb to evil of The Overlord of Hell suffer one of the three following effects, as determined by The Lord of the Nine (who can change the effect, or discontinue it, as a free action): </p><p>Cower: Affected beings cower before the might of</p><p>Asmodeus. They can defend themselves normally but</p><p>take no actions.</p><p>Induce Fear: Affected beings become panicked and</p><p>suffer a -9 morale penalty on attack rolls, saves, and</p><p>checks. The merest glance or gesture from Asmodeus</p><p>makes them frightened, and they flee from him as</p><p>quickly as possible. A panicked creature has a 50%</p><p>chance to drop what it’s holding, chooses its path randomly</p><p>(as long as it’s getting away from immediate danger),</p><p>and flees any other dangers that confront it. If cornered,</p><p>a panicked creature cowers.</p><p>Obeisance: Affected beings drop to their knees at the</p><p>sound of Asmodeus’ voice, acknowledging The Arch-</p><p>Fiend’s sovereignty. While bowing, victims are considered</p><p>prone and flatfooted until their next turn. Asmodeus</p><p>can use Obeisance in conjunction with any 9th</p><p>level or higher spell that requires a verbal component</p><p>(this includes spells adjusted by metamagic feats). Doing</p><p>so uses up a spell slot as per usual.</p><p>Asmodeus’ Aura of Utter Hell supersedes the effects</p><p>of his divine aura for those beings within 9 miles of his</p><p>presence. Deities and cosmic entities can only be affected</p><p>on a successful opposed rank check.</p><p>Avatar: Asmodeus is the avatar of The Overlord of</p><p>Hell (Lawful Evil overdeity). As the avatar of an overgod,</p><p>Asmodeus possesses the powers of a true deity</p><p>rather than those of a conventional avatar. Asmodeus</p><p>also keeps his malefircarim special abilities, and was</p><p>given several unique salient abilities to help facilitate his</p><p>rule over Perdition.</p><p>The Overlord may generate up to 20 avatars within</p><p>Hell at one time and typically has at least nine (including</p><p>the “dominant” avatar) available. However, due to the</p><p>nature of his imprisonment, The Overlord may only</p><p>maintain one avatar outside of Hell at any one time; if</p><p>The Overlord sends an avatar beyond Hell, he can neither</p><p>generate nor maintain other avatars (already created</p><p>avatars go into “stasis” until the avatar returns to Hell).</p><p>It takes 90 days for the Overlord to create a new avatar</p><p>unless an avatar was destroyed beyond Hell. In such</p><p>cases, The Overlord will lose all current avatars save one</p><p>and it will take nine months for him to create a new avatar.</p><p>It is unknown what would happen if The Overlord</p><p>lost access to all his avatars. The Overlord may select</p><p>different appearances, ability scores, classes, feats, salient</p><p>divine abilities, skills, and so on when creating an</p><p>avatar, as was the case with Lucifer and Asmodeus.</p><p>Damnation (unique salient divine ability): Many</p><p>desperate mortals have made deals with devils over the</p><p>centuries, seeking the quick (yet dangerous) road to</p><p>knowledge, power, or wealth. Some of the most arrogant</p><p>or foolish have attempted to bargain with the King of</p><p>Hell himself. Assuming the client signs several contracts</p><p>of terrifying complexity, thereby agreeing to repay the</p><p>Overlord at some point in the future, Asmodeus will</p><p>grant the client whatever his or her heart desires. Using</p><p>his ability to alter reality, Asmodeus will generally grant</p><p>the client great power (whether personal or political)</p><p>and/or the ability to completely dominate or oppress a</p><p>person, group of people, or even country of their choosing.</p><p>Asmodeus can grant virtually any boon that suits him</p><p>and his client’s needs. For instance, Asmodeus might</p><p>grant the client a +9 profane bonus to an ability score or</p><p>skill (especially Bluff, Diplomacy, or a Knowledge</p><p>skill), or the ability to cast a spell like dominate monster</p><p>402</p><p>or mass charm monster (with a +9 profane bonus to the</p><p>save DC) 9 times per day as a spell-like ability. Asmodeus</p><p>is quite flexible with the boons he offers those</p><p>insane enough to deal with him; so long as their desires</p><p>promote organized evil, The Lord of the Nine is likely to</p><p>grant them their request, even in the form of a wish.</p><p>Furthermore, it is believed that Asmodeus has the ability</p><p>to mimic the soul-bargaining powers of any being bearing</p><p>a Duke of Hell, arch-devil, or Lord of the Nine template.</p><p>To date, this has neither been confirmed nor debunked.</p><p>It is known that Asmodeus has the ability to</p><p>grant Damnation “boons” through a proxy; such proxies</p><p>are typically Nessian pit fiends, extremely powerful (21st</p><p>level +) cardinals of Asmodeus, or Dukes of Hell</p><p>(particularly Martinet).</p><p>Asmodeus can bestow up to nine such benefits per</p><p>client, but one such benefit is lost every nine months</p><p>unless the client sacrifices the soul of a willing or dominated</p><p>subject to Asmodeus before that time. Such sacrifices</p><p>must be worth no less than one-third the HD of the</p><p>victim and must have noble or royal blood in their veins</p><p>(no more than nine generations removed). Such sacrifices</p><p>must take place in regal environments and at midnight.</p><p>When all of a client's powers have been lost, or</p><p>when all nine sacrifices have been made, the client usually</p><p>dies (The Devil has been known to let his favored</p><p>clients live on for quite some time, often killing them</p><p>when they least expect it or right before they assume</p><p>their hoped for “destiny”). Short of the direct intervention</p><p>of a deity while the client lives, there is no chance of</p><p>reprieve from the damnation awaiting this corrupt soul.</p><p>Even with the direct intervention of the deity, the victim</p><p>must undergo some form of atonement to release his soul</p><p>from Asmodeus. The deity may offer atonement and a</p><p>quest to the client to not only undue the wrongs he committed,</p><p>but to release the souls he consigned to Hell to</p><p>gain more power. The quest must be completed within</p><p>nine months after which the client’s soul is forfeit and he</p><p>immediately dies and descends into the Pit of Darkness</p><p>where his oblivion will be endless and complete. To</p><p>retrieve such a soul is an epic adventure of almost divine</p><p>proportions as it requires that one bargain with Asmodeus</p><p>. . .</p><p>Divine Immunities: Ability damage, ability drain,</p><p>acid, binding, cold, death effects, dimensional anchor,</p><p>disease, disintegration, dismissal, electricity, energy</p><p>drain, imprisonment, mind-affecting effects, paralysis,</p><p>poison, repulsion, sleep, soul bind, stunning, temporal,</p><p>stasis, trap the soul, turning or rebuking, transmutation.</p><p>Unlike most deities, Asmodeus is subject to banishment</p><p>and similar effects. This unique status is due to the nature</p><p>of The Overlord, who itself has effectively been</p><p>banished from the Cosmos.</p><p>Domain Powers: Cast divination, evil, and law spells</p><p>at +1 caster level; smite 18/day (+4 to attack, +20 to</p><p>damage); treats Bluff, Disguise, and Hide as class skills.</p><p>Gaze of Hell’s Depth (Su): Asmodeus’ gaze reveals</p><p>the depth of depravity, loss, and wickedness that is Hell.</p><p>Those subjected to Asmodeus’ blood red gaze may suffer</p><p>one of the following effects, as chosen by Asmodeus</p><p>(each is a mind-affecting gaze attack with a range of 60</p><p>feet):</p><p>Chill: The target creature must make a Fortitude save</p><p>(DC 72) or begin to feeling numbingly cold and empty.</p><p>If affected, it can take only a single move action or standard</p><p>action each turn, but not both (nor may it take fullround</p><p>actions). It moves at half its normal speed (round</p><p>down to the next 5-foot increment). This effect lasts for</p><p>up to 63 rounds and does not stack with other slow effects.</p><p>Additionally, the creature takes a –9 penalty on all</p><p>attack and damage rolls, saving throws, ability checks,</p><p>and skill checks for the next 24 hours.</p><p>Fear and Weakness: The target creature must make a Will save (DC 72) or cower before Asmodeus for up to 63 rounds. If the Will save is successful, the creature is instead shaken for 9 rounds. In addition, if Asmodeus wills it, the target may also take 9 points of Strength damage. A Fortitude save (DC 72) halves the effect. A creature cannot drop below Strength 1 in this manner. </p><p>Madness: If the target creature fails a Will saving throw (DC 72), its mind becomes overwhelmed by the sheer power and otherworldliness of Asmodeus. The creature’s Intelligence and Charisma scores each drop to</p><p>1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. The subject remains in this state until a heal, limited wish, miracle, or wish spell</p><p>(succeeding at a DC 45 caster level check) is used to cancel the effect. If the variant sanity rules are being employed (see Appendix D: Infernal Insanity), the creature instead takes d% points of sanity damage (minimum</p><p>9) on a failed save and 3d6 points of sanity damage on a successful save.</p><p>Deities and cosmic entities can only be affected on a successful opposed rank check. </p><p>Hell’s Mouth (unique salient divine ability): As the King of Hell, Asmodeus has absolute control over all of the gates and portals that lead to Hell from any location, reality, or plane of existence, as well as those within Hell. Up to 18 times a day, The Lord of the Nine can cause a gate or portal to open and can accomplish different feats with it. First, Asmodeus may use the Hell’s Mouth to interact with beings within his sensory range.</p><p>Secondly, Asmodeus may cast spells, use salient divine abilities, spell-like abilities, or any other power through a Hell’s Mouth. Asmodeus may also send devils through the Mouth; such beings are treated as if called rather than summoned. Finally, Asmodeus can cause the Hell’s Mouth to inhale sharply; sucking in those within 90 feet into a location in the Nine Hells of Asmodeus’ choosing if they fail a Will Save (DC 72). In any event, the Mouth remains open for nine rounds.</p><p>Asmodeus can only open existing gates to Hell or those that have been opened by spellcasters, magic items, or artifacts within the past nine days at the location the gate was created. Thus, if a wizard casts a gate spell to</p><p>Hell in his sanctum, for the next nine days, Asmodeus can create a Hell’s Mouth in that location. Asmodeus cannot use Hell’s Mouth on typical summon monster spells. He is limited in his ability to create Hell's Mouths</p><p>on planes apart from Hell and the Prime - he does not have direct access to the Ethereal Plane or the Elemental Planes. He has no access to the plane of Concordant Opposition or to Sigil, though he is able to open a Hell's</p><p>Mouth in the gate towns. He may open Hell's Mouths on the Outer Planes, but only 18/year, and only within 18 miles of an existing monument or portal to Hell. Note that these restrictions do not prevent him from opening</p><p>standard gates to these locations (save Sigil).</p><p>A Hell’s Mouth usually appears as a great, diabolically</p><p>evil human male face with jagged, chewing</p><p>teeth. Flames burst from the gaping maw as it attempts</p><p>to suck in unlucky victims or when Asmodeus uses the</p><p>Mouth to communicate. On other occasions, it appears</p><p>403</p><p>as a particularly sinister-looking portal complete with a</p><p>diabolical, enflamed frame. Asmodeus may adjust the</p><p>Mouth’s appearance as he desires.</p><p>Infernal Knowledge: As the driving force of Lawful</p><p>Evil in the cosmos for countless millennia, Asmodeus</p><p>possesses untold knowledge. He may use the lore ability</p><p>as a 45th level loremaster (+85 to his check).</p><p>Infernal Majesty (Ex): Within Perdition, the power</p><p>of the King of All Hell is incomparable. On any layer of</p><p>Hell, Asmodeus possesses a cosmic rank of 21, ranking</p><p>him as an overdeity. This does not alter his statistics and</p><p>is applied in addition to his divine rank (the better of the</p><p>two, in this case the cosmic rank, is used for rank</p><p>checks). Asmodeus may select up to nine locations</p><p>within Hell at any one time, which he may affect as a</p><p>godly realm. It is unclear if he has any limitations in</p><p>terms of range or duration in accomplishing such feats.</p><p>Although it is believed that he must succeed in a rank</p><p>check to overcome the cosmic or divine defenses of</p><p>other Lords or gods, the certainty of this position is unclear.</p><p>The Lord of the Nine (unique salient divine ability):</p><p>Asmodeus is affected as though by a permanent</p><p>nondetection spell (caster level 45th) and can see in perfect</p><p>darkness, even that created by deeper darkness</p><p>spells. He can communicate with any creature within 18</p><p>miles using telepathy. He gains the Damage Reduction,</p><p>Infernal Majesty, Regeneration, and bonus feats of the</p><p>Lord of the Nine template, and reaps improved versions</p><p>of some of their other powers, as follows:</p><p>Call Devils (Su): As a move equivalent action, Asmodeus</p><p>can demand the respect of any devils. Asmodeus</p><p>may call, up to 9 times a day, up to 3 archdevils,</p><p>6 Dukes of Hell, 9 pit fiends, or 18 of any lesser</p><p>type of devil. Any devil or being with a diabolic template</p><p>is vulnerable to being called by Asmodeus, regardless of</p><p>location. No devil is brave enough (save Mephistopheles)</p><p>or stupid enough (save Moloch) to verbally challenge</p><p>Asmodeus in Hell, much less to his face, so all</p><p>obey his commands.</p><p>Diabolic Supremacy: Akin to (but more potent than)</p><p>the diabolic prowess of lesser arch-devils, Asmodeus</p><p>receives a +18 profane bonus to the DCs and effective</p><p>caster levels of his special attacks, spells, and spell-like</p><p>abilities. Asmodeus calculates the save DCs for his divine</p><p>aura and salient divine abilities as he does his other</p><p>special abilities.</p><p>Spell-Like Abilities: Asmodeus may cast all spell-like</p><p>abilities available to the Lord of the Nine template at</p><p>will. These abilities are included in the list below.</p><p>Overlord of Hell (unique salient divine ability): As</p><p>the true and undisputed King of the Nine Hells, Asmodeus</p><p>has powers that transcend those of the other</p><p>Lords of the Nine.</p><p>Infernal Potentate (Ex): As the personification of</p><p>Lawful Evil, Asmodeus’ mere presence automatically</p><p>unhallows an area equal to 9 miles in Hell. Not only can</p><p>Asmodeus select any spell from the unhallow list in the</p><p>Player’s Handbook, he may also use any of his domain</p><p>spells as potential attachments to the effect, can attch up</p><p>to nine different spells at once, and can change the associated</p><p>spells 9/day as a move equivalent action. While</p><p>he can suppress (and reactivate) this ability as a free</p><p>action, he rarely does so. Asmodeus can use this ability</p><p>through his Hell’s Mouth salient divine ability.</p><p>Submission of the Lords (Ex): Once a month, Asmodeus</p><p>can force the other eight Lords of the Nine to</p><p>submit to him. Asmodeus may call them to his fortress</p><p>in Nessus, Malsheem, where they must pay obeisance to</p><p>him. This power also allows Asmodeus to terminate any</p><p>and all infernal abilities of the Lords or any other devil.</p><p>Asmodeus may do so 18 times a day as a moveequivalent</p><p>action, the devil (even an arch-devil or Lord)</p><p>receiving no saving throw or spell resistance to avoid the</p><p>effect. The devil retains its hit dice, class levels, feats,</p><p>skills, and ability scores, but loses its Abomination and</p><p>Devil traits, supernatural abilities, spell-like abilities, and</p><p>any benefits and/or features associated with the Duke of</p><p>Hell, arch-devil, and/or Lord of the Nine templates.</p><p>Asmodeus may also grant these benefits up to 18 times</p><p>per day, again as a move equivalent action. Finally,</p><p>Asmodeus can simply transform a devil into another</p><p>kind of devil, the devil again receiving no save against</p><p>this ability. This power extends beyond Hell through the</p><p>use of a Hell’s Mouth, although there are rumors that</p><p>Asmodeus can reach beyond Hell without the benefit of</p><p>the Mouth. Asmodeus’ power to promote or demote</p><p>devils as described here is in addition to the powers of</p><p>the Diabolical Decree.</p><p>Spell-Like Abilities: Asmodeus uses these abilities</p><p>as a 99th level caster, except for divination spells, evil</p><p>spells, and law spells, which he uses as a 100th level</p><p>caster. The save DCs are 78 + spell level. At will - accursed,</p><p>animate dead, baleful polymorph, blasphemy,</p><p>blur, calm emotions, change self, charm monster, clairaudience/</p><p>clairvoyance, command, confusion, contagion,</p><p>create greater undead, create undead, deeper darkness,</p><p>delayed blast fireball, desecrate, destruction, detect</p><p>chaos, detect good, detect magic, detect secret doors,</p><p>detect thoughts, dictum, discern location, disintegrate,</p><p>dispel chaos, dispel good, divination, dominate monster,</p><p>dominate person, earthquake, enthrall, false vision, find</p><p>the path, firestorm, flame strike, foresight, geas/quest,</p><p>greater command, greater dispel magic, greater invisibility,</p><p>greater restoration, harm, hellball, hold monster,</p><p>implosion, inflict critical wounds, inflict light wounds,</p><p>invisibility, legend lore, magic circle against chaos,</p><p>magic circle against good, mass hold monster, mass</p><p>inflict light wounds, mass suggestion, meteor swarm,</p><p>mirage arcana, mislead, monstrous thrall, nondetection,</p><p>oppress, order's wrath, persistent image, polymorph,</p><p>polymorph any object, power word stun, protection from</p><p>chaos, produce flame, protection from good, pyrotechnics,</p><p>read magic, restoration, resurrection, screen, scrying,</p><p>shatter, shield of law, suggestion, summon monster</p><p>IX (as evil or law spell only), symbol of pain, time stop,</p><p>true domination, true resurrection, true seeing, tyranny,</p><p>unhallow, unholy aura, unholy blight, wall of fire, wish.</p><p>Spells: Asmodeus may spontaneously cast up to 9</p><p>arcane and 9 divine epic spells per day. The forbidden</p><p>spells accursed, Asmodeus' heretical infection, the Serpent's</p><p>sibilant whisper, and tyranny are all closely associated</p><p>with the Lord of the Nine, though he is familiar</p><p>with an untold number of spells.</p><p>Cleric Spells Per Day: (Levels 0-22)</p><p>6/11/11/10/10/10/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2.</p><p>Caster level 71st (72nd for divination, evil, or law spells).</p><p>Base DC = 51 + spell level, or 53 + spell level for mindaffecting,</p><p>language dependant spells.</p><p>Wizard Spells Per Day: (Levels 0-22)</p><p>4/10/10/9/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2. Caster</p><p>level 76th (77th for divination, evil, or law spells). Base</p><p>DC = 51 + spell level, or 53 + spell level for mindaffecting,</p><p>language dependant spells.</p><p>404</p><p>The Ruby Scepter of Hell: Asmodeus carries The</p><p>Ruby Scepter of Hell. The scepter is carved from pure</p><p>ruby, with an onyx pentagram at its head. Of unparalleled</p><p>craftsmanship, it glistens with an unimaginable,</p><p>unearthly luster. This item would be worth more than</p><p>1,000,000 gp in gem value alone, before even considering</p><p>its immense magical power.</p><p>The Ruby Scepter is a +9 axiomatic power unholy</p><p>power heavy mace with a threat range of 18-20 and a x4</p><p>critical multiplier. Any creature struck by the Scepter is</p><p>affected as by blasphemy and dictum (caster level 45th).</p><p>The Ruby Scepter also possesses the following powers.</p><p>While Asmodeus may use each of these powers at will,</p><p>unless otherwise stated, all others may use each power</p><p>no more than three times per day.</p><p>• Tyrant’s Taint: On any successful strike, the Ruby</p><p>Scepter may confer Tyrant’s Taint. If a victim fails a</p><p>Will save DC 72, he suffers from this insidious effect.</p><p>Tyrant’s Taint has an incubation period of 9 days and</p><p>deals one negative level. The “damage” dealt by Tyrant’s</p><p>Taint shifts the victim one alignment step</p><p>closer to Lawful Evil. What makes Tyrant’s Taint</p><p>particularly dangerous is that a new save must be</p><p>made every nine days for the next 81 days. Nine successful</p><p>consecutive saves indicate that one has become</p><p>free of the disease. Tyrant’s Taint may be</p><p>removed by a 31st level, good aligned cleric who must</p><p>cast greater restoration and miracle in immediate</p><p>succession, succeeding on a DC 45 caster level check</p><p>each time; this may be done at any time during the 81</p><p>day period. Like the Serpent's sibilant whisper (see</p><p>Chapter 2: Forbidden Magic), it is all but impossible</p><p>to detect Tyrant’s Taint.</p><p>• The Ruby Scepter grants a +9 profane bonus to the</p><p>saves of all Lawful Evil creatures within 90 feet (all</p><p>wielders save Asmodeus benefit from the bonus).</p><p>The wielder may withdraw this effect on an individual</p><p>basis should a powerful Lawful Evil creature challenge</p><p>his authority. Further, all Lawful Evil creatures</p><p>within 900 feet with 45 or fewer combined HD or</p><p>class levels may be commanded by the wielder as an</p><p>evil cleric commands undead. All other non-Lawful</p><p>Evil creatures with fewer than 45 HD may be turned</p><p>as a good cleric turns undead.</p><p>• Absorption: The Ruby Scepter can be used as a rod of</p><p>absorption, capable of absorbing up to 27 spell levels</p><p>per day.</p><p>• Armor of Malsheem: When this ability is activated (a</p><p>full round action), the wielder’s damage reduction,</p><p>fast healing, and regeneration are doubled for the next</p><p>9 rounds (if the wielder does not possess one or more</p><p>of these boons, he receives a DR of 9/ – , fast healing</p><p>equal to his Constitution modifier, and regeneration</p><p>equal to double his Constitution modifier). When in</p><p>Asmodeus’ hands, the Scepter also doubles the hit</p><p>points of his divine shields for the duration. While</p><p>this power may be used once a day for others, Asmodeus</p><p>take on the Armor of Malsheem thrice per</p><p>day.</p><p>• Bolt of Lightning: 180 foot long, 10 foot wide line;</p><p>deals 180 points of corrupted, violated electricity</p><p>damage (Reflex DC 72 for half). Failure of the Reflex</p><p>knocks a victim prone; furthermore, failure by 10</p><p>points or more throws a victim back 10 feet plus 10</p><p>more feet for every additional 10 points by which the</p><p>save was failed (thus a being that received a result of</p><p>40 would be knocked back 30 feet). If this effect</p><p>causes the victim to strike a solid object (like a wall),</p><p>the victim suffers 1d6 points of damage for every 10</p><p>feet they travel before striking. A victim must also</p><p>make a Fortitude save DC 72 or become paralyzed for</p><p>9 rounds. Whether the victim succeeds or not, he</p><p>becomes charged with static electricity for the next 9</p><p>rounds and deals 15d6 points of electricity damage</p><p>whenever they come within reach of or touch another</p><p>being.</p><p>• Cone of Frost: 90 foot long cone; deals 180 points of</p><p>corrupted, violated cold damage (Reflex DC 72 for</p><p>half). Those struck must also make a Fortitude save</p><p>DC 72. On a successful save, victims are slowed for 9</p><p>rounds. On a failure, victims are stuck in place as</p><p>though by hold monster for 9 rounds. If they fail the</p><p>Fortitude save by 18 points or more, they are frozen</p><p>into ice and rendered helpless for up to 9 days (a</p><p>miracle or wish cast by a 31st level caster that succeeds</p><p>at a DC 45 caster level check can thaw victims</p><p>out). If they take 50 points of damage or more from</p><p>any one attack while in this state, victims shatter into</p><p>pieces and die.</p><p>• Inflict Wounds: On any successful melee attack with</p><p>the Ruby Scepter, the wielder may choose to inflict</p><p>wounds upon the target of a melee attack (this is done</p><p>as part of the melee damage rather than as a separate</p><p>action). This effect deals 52 points of corrupted, violated</p><p>negative energy damage to the target (Will save</p><p>DC 72 for half). Undead are neither harmed by nor</p><p>benefit from this power. Thrice per day, Asmodeus</p><p>(and Asmodeus only) can increase the effect, dealing</p><p>200 points of corrupted, violated negative energy</p><p>damage instead (Will save DC 72 for half). In both</p><p>cases, Asmodeus heals a number of hit points equal to</p><p>half the damage dealt in this fashion (he cannot exceed</p><p>his normal maximum hit points in this fashion).</p><p>• Jet of Acid: 360 foot long, 5 foot wide line; deals 180</p><p>points of corrupted, violated acid damage (Reflex DC</p><p>72 for half). Failing the Reflex save requires that a</p><p>victim must also make a Fortitude save DC 72 for one</p><p>magic item; failure indicates that the item takes the</p><p>damage as well (see Items Surviving after a Saving</p><p>Throw in the Magic Overview section of the Player’s</p><p>Handbook to determine which items are affected</p><p>first). At the beginning of each of the next two</p><p>rounds, another of their items must save as well. In</p><p>addition, the acid eats away at the flesh, dealing 3</p><p>points of Constitution damage (Fortitude DC 72 for</p><p>half) immediately and an additional 3 points at the</p><p>beginning of each of the next two rounds (unless a</p><p>heal, miracle, or wish spell from a 31st level caster</p><p>that succeeds at a DC 45 caster level check is cast on</p><p>the victim).</p><p>• Tyrant Triumphant: Activating this ability causes</p><p>pulsing, red and black waves to emanate from the</p><p>Scepter in a 90 foot radius. The area within 90 feet of</p><p>the Scepter is surrounded by a wall of anti-magic.</p><p>The wall is razor thin, but prevents spells or supernatural</p><p>abilities originating from within the area from</p><p>affecting those without and vice versa, similar to the</p><p>lesser layers of a prismatic wall. All save the wielder</p><p>within the area are affected as if by disjunction, blasphemy,</p><p>dictum, and repulsion in that order during the</p><p>round that the effect begins (caster level 99th, DC 72</p><p>where applicable). A nearly impenetrable shield is</p><p>405</p><p>erected around the wielder, and remains for 3 rounds.</p><p>Each round the barrage of spells repeats within 90</p><p>foot radius of the Scepter. The shield surrounding the</p><p>wielder is immune to all forms of attack save those</p><p>with the good or chaotic descriptor. The shield has</p><p>999 hit points. Even from those forms of attack</p><p>against which it is vulnerable, the shield ignores the</p><p>first 90 points of damage per round. Good or chaotic</p><p>aligned spells which do not normally deal damage</p><p>deal 1d10 points of damage per spell level to the</p><p>shield. During the first round, the Scepter’s wielder is</p><p>purged of all unwanted effects, including but not limited</p><p>to, disease, poison, enchantments, curses, debilitations,</p><p>and death. In the second round, the wielder is</p><p>healed to full hit points. By the third round, the</p><p>wielder regains spells, spell-like abilities, and any</p><p>other limited-use abilities innate to his nature (not</p><p>granted by an item) as if he had rested for a day.</p><p>While Asmodeus may use this ability thrice a day, all</p><p>others benefit from it once a day. Tyrant Triumphant</p><p>will automatically activate once per day should its</p><p>wielder perish. In either case, once Tyrant Triumphant</p><p>is used, the wielder may not call on any of the</p><p>Scepter’s other powers save its melee effects</p><p>(including axiomatic power, unholy power, blasphemy,</p><p>dictum, and Tyrant’s Taint, but excluding</p><p>inflict wounds), or the remaining uses of Tyrant Triumphant</p><p>(Asmodeus only), for the next 24 hours.</p><p>A being that touches or holds the Ruby Scepter</p><p>against Asmodeus’ will suffers several dire consequences.</p><p>In addition to the saves required by Infernal</p><p>Arms, the DCs increase by +1 every nine hours. Even a</p><p>being that saves against these effects suffers nine negative</p><p>levels when holding the Ruby Scepter.</p><p>Any being slain by the Ruby Scepter finds his soul</p><p>consigned to Nessus – trapped in the Serpent’s Throne.</p><p>No being save Asmodeus himself can restore such a soul</p><p>to life. Asmodeus has a price for the release of each one,</p><p>assuming someone is willing to travel to his domain in</p><p>order to bargain for it.</p><p>Some say the Supreme Virtue once traveled into Hell</p><p>to liberate her follower, and she was the only one to ever</p><p>receive a soul back free of cost. The modron bureaucrats</p><p>of Mechanus offer pricey legal advice for discovering</p><p>loopholes in a contract offered by Asmodeus...some go</p><p>mad after seeing perfect logic so tainted by evil.</p><p>Other Divine Powers</p><p>The statistics here reflect the powers of the avatar of</p><p>the King of Hell, whom most simply call Asmodeus,</p><p>although the true name of this being is unknown. As far</p><p>as the devils of Hell, most gods, and virtually all lesser</p><p>beings know, the avatar is the true Asmodeus.</p><p>Although these statistics are for the avatar of the true</p><p>King of the Nine Hells (what or whoever that being</p><p>might be), it is only through the use of the Hell’s Mouth</p><p>salient divine ability that the avatar can interact with (or,</p><p>more rarely, enter) the Prime Material Plane.</p><p>Senses: Asmodeus can see (using normal vision or</p><p>darkvision), hear, touch, and smell at a distance of eighteen</p><p>miles. As a standard action, he can perceive anything</p><p>within eighteen miles of his worshipers, holy sites,</p><p>objects, or any location where one of his titles or name</p><p>was spoken in the last hour. He can extend his senses to</p><p>up to twenty locations at once. However, his remote</p><p>sensing is limited to Hell, or to Prime worlds he has</p><p>accessed with a Hell's Mouth. While he can completely</p><p>block the sensing power of any god or cosmic entity</p><p>attempting to peer into Nessus, he does not have this</p><p>ability beyond his layer.</p><p>Portfolio Sense: Asmodeus can sense anything that</p><p>pertains to Lawful Evil acts (trickery, tyranny, etc.)</p><p>eighteen weeks before it happens and retains the sensation</p><p>for eighteen weeks after the event occurs. However,</p><p>he is limited in his ability to perform this feat beyond</p><p>Hell except with the use of a Hell’s Mouth.</p><p>Automatic Actions: Asmodeus can use Bluff, any</p><p>Knowledge skill, or Sense Motive as a free action if the</p><p>DC for the task is 30 or lower. He can perform up to</p><p>twenty such free actions each round.</p><p>Create Magic Items: Asmodeus can create any</p><p>magic item that has lawful or unholy attributes, that</p><p>smothers the will, or that otherwise brings the wielder</p><p>ever closer to a Lawful Evil alignment.[/sblock]</p><p></p><p>And I gave up on editing it halfway...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>While the latter undoubtably exhaustively delineates the boundaries of Asmodeus' capabilities, in reality, more than 99% of his statblock is not going to get used.</p><p></p><p>Which would you rather prefer? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Runestar, post: 4609338, member: 72317"] It is not so much of depowering them as much as the designers are streamlining their stat block, IMO. While the 2e and 3e grazzt had tons of SLAs (the norm for high lv foes), the reality was that many of them were flat out worthless in combat. He is not going to bother harrying the PCs with low-powered options such as magic missile or unholy blight. In fact, many of them are just plain inferior to the full attack action, since using them is a standard action, which is mutually exclusive with attacking. As a contrast, let me compare this with what Asmodeus might look like if he had been exhaustively statted out using 3e rules. [sblock]The Overlord of Hell Medium Outsider (Abomination, Evil, Extraplanar, Lawful) Divine Rank: 18 (cosmic rank 21 in Hell) Symbol: A pentagram surrounded by eight “9s” with a final “9” in the center Portfolio: Damnation, Devils, Tyranny, Power, Oppression, Lost Knowledge, Intrigue Cleric Alignments: LE, NE Domains: Destruction, Domination, Evil, Knowledge, Law, Trickery Favored Weapon: “The Ruby Scepter of Hell” (heavy mace) Hit Dice: 45d8 (Outsider) + 20d8 (cleric) + 25d4 (wizard) + 990 (1,610 hp) Initiative: +21 (+13 Dex, +8 Superior Initiative) Speed: 120 ft., fly 250 ft. (perfect) Armor Class: 97 (+13 Dex, +18 divine, +34 natural, +22 deflection), touch 63, flat-footed 84 Base Attack/Grapple: +68/+101 Attack: The Ruby Scepter of Hell +110 melee (1d8+24 plus 3d6 and 1 negative level (axiomatic) plus 3d6 and 1 negative level (unholy) plus Tyrant's Taint/15-20/x4 plus 12d6 and 4 negative levels (axiomatic) plus 12d6 and 4 negative levels (unholy)); or spell +101 melee touch or +99 ranged touch. Full Attack: The Ruby Scepter of Hell +110/+105/+100/+95 melee (1d8+24 plus 3d6 and 1 negative level (axiomatic) plus 3d6 and 1 negative level (unholy) plus Tyrant's Taint/15-20/x4 plus 12d6 and 4 negative levels (axiomatic) plus 12d6 and 4 negative levels (unholy)); or spell +101 melee touch or +99 ranged touch. Space/Reach: 5 ft. /5 ft. Special Attacks: Domain powers, gaze of Hell's depth, rebuke/command undead 25/day, salient divine abilities, spell-like abilities, spells. Special Qualities: Abomination traits, Avatar, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, divine aura (18 miles, DC 72), divine immunities, damage reduction 40/anarchic, epic, good, and silver, godly realm, greater teleport at will, Infernal Knowledge, Infernal Majesty, immunity to acid, cold, electricity, and fire, malefircarim traits, plane shift at will*, regeneration 22, remote communication, resistance to sonic 23, see in darkness, spell resistance 115, telepathy (18 miles), understand, speak, and read all languages and speak directly to all beings within 18 miles. *As The King of Hell can only send one avatar beyond the confines of Hell at a time, he rarely uses this ability. Saves: Fort +75, Ref +77, Will +86. Abilities: Str 40, Dex 36, Con 32, Int 54, Wis 54, Cha 54. Skills: Appraise +105 (+113 alchemical items, +113 books, +113 paintings, +113 forged items), Balance +96, Bluff +141, Concentration +122, Craft (alchemy) +110, Craft (blacksmithing) +105, Craft (bookbinding) +105, Craft (painting) +100, Decipher Script +90, Diplomacy +169 (+175 with evil beings), Disguise +112 (+122 when acting in character), Escape Artist +76, Forgery +110, Gather Information +139 (+149 in Hell), Heal +115, Hide +119, Intimidate +149 (+155 against evil beings), Knowledge (arcana) +133, Knowledge (architecture and engineering) +85, Knowledge (dungeoneering) +85, Knowledge (geography) +90, Knowledge (history) +120, Knowledge (local [Hell]) +133, Knowledge (nature) +90, Knowledge (nobility and royalty) +105, Knowledge (the planes) +133, Knowledge (religion) +133, Listen +100, Move Silently +81, Perform (dance) +89, Perform (oratory) +89, Perform (string instruments) +89, Search +115 (+121 to find secret doors), Sense Motive +133, Sleight of Hand +45, Spellcraft +143, Spot +90, Survival +40 (+46 in aboveground natural environments, +50 on other planes, +48 to find or follow tracks, +46 to keep from getting lost, +46 while underground), Use Rope +31 (+37 to bind someone). Feats: Alluring, Brew Potion, Combat Expertise, Combat Reflexes, Corrupt Spell, Corrupt Spell-Like Ability B, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dark SpeechB, Empower Spell, Eschew Materials, Flyby Attack, Forge Ring, Heighten Spell, Imposter, Improved Combat Expertise, Improved Critical (heavy mace), Improved Flyby Attack, Improved Initiative, Jack-of-all-Trades, Persuasive, Power Attack, Quicken Spell, Reach Spell, Scribe Scroll, Silent Spell, Spell Focus (all)B, Still Spell, Trustworthy, Violate Spell. Epic Feats: Epic Evil BrandB, Epic Reputation, Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell, Superior Initiative. Salient Divine Abilities: Alter Form, Arcane Mastery, Aura of Utter Hell*, Control Creatures (devils), Craft Artifact, Create Object, Create Greater Object, Damnation*, Divine Blast (25/day, 18 miles, 480 damage), Divine Glibness (DC 72), Divine Shield (14/day, absorb 180 points of damage), Divine Spellcasting, Govern the Children (devils), Hand of Death (DC 72), Hell’s Mouth*, Increased Damage Reduction, Increased Spell Resistance, Know Secrets (DC 72), Life and Death, Overlord, Spontaneous Wizard Spells, The Lord of the Nine*, Overlord of Hell*. *Unique Salient Divine Abilities; see below for details. Environment: Malsheem, Nessus, Ninth of the Nine Hell of Perdition Organization: Solitary (unique); or with bodyguard (Aesmadeva); or with attendees (The Ashmadia and Aesmadeva); or with court (The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1 arch-devils); or with Infernal Procession (4d20 + 1 common devils, The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1 Arch-Devils). Challenge Rating: 81 Treasure: The Ruby Scepter of Hell Alignment: Lawful Evil[/sblock] and another few pages just to fully flesh out his abilities. [sblock]Combat Asmodeus rarely finds it necessary to allow matters to degenerate into fisticuffs, preferring to trick other beings into doing his bidding or to smother their wills. Asmodeus does not personally engage in combat unless it becomes absolutely necessary, first allowing millions of devils to enter battle in his name. If combat occurs in his direct presence, he may aid favored minions (such as Aesmadeva and the Ashmadia) by countering particularly dangerous spells, disarming foes via telekinesis, or dominating the weaker-minded opponents and ordering them to attack their comrades. Seated calmly on the Serpent’s Throne, Asmodeus activates his Aura of Utter Hell and employs spell-like abilities or silent and still spells, exerting his will with no outward signs of any effort. Should enemies attempt to engage him directly, he may strike them down instantly if possible (via divine blast, hand of death, or life and death). Against more powerful foes, rather than taking them apart in combat, Asmodeus may first allow them to wear themselves down on his defenses (employing the Armor of Malsheem and his divine shields), creating a feeling of hopelessness and forcing them to inevitably submit to his will. Though it is virtually unheard of for Asmodeus to enter physical combat, he is quite proficient at it, and with the might of the Ruby Scepter of Hell, Asmodeus will not hesitate to humble his foes in melee if necessary. Between his melee abilities, salient divine abilities, special attacks, spell-like abilities, spontaneous spells, and the powers of the Ruby Scepter, Asmodeus has virtually limitless options in combat. His vast knowledge allows him to select the most appropriate attack form for any foe or situation he may come across. Asmodeus is always prepared to increase the sway of Lawful Evil, and a creature powerful enough to challenge him may become a useful slave, whether tempted or tricked into his service or dominated outright. Others that challenge The Overlord, however, may find naught but oblivion as he consumes their immortal souls. Alter Reality: Asmodeus can use the wish spell with regard to his portfolio, save for the replication of other spells. This ability costs Asmodeus no XP, and requires a standard action to implement. Asmodeus may also use alter reality to cast any inflict spell at will as a standard action (applying metamagic feats to the spell requires him to forego using alter reality for 1 round for each spell level the feat would add). As a free action, Asmodeus can assume any size from Fine (as small as a grain of sand) to Colossal (up to 1,600 feet tall), adjusting his statistics accordingly. He may also change the size of up to 100 pounds of objects he touches. Aura of Utter Hell (unique salient divine ability): As the ultimate representation of organized evil, Asmodeus exudes an aura that is akin to Hell itself. Asmodeus’ presence is so heinous and overwhelming that it causes lesser (that is most) beings to cower before him or pay homage to the totality of Lawful Evil he represents. All within 9 miles of Asmodeus must succeed on a Will save (DC 72). Those who succumb to evil of The Overlord of Hell suffer one of the three following effects, as determined by The Lord of the Nine (who can change the effect, or discontinue it, as a free action): Cower: Affected beings cower before the might of Asmodeus. They can defend themselves normally but take no actions. Induce Fear: Affected beings become panicked and suffer a -9 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Asmodeus makes them frightened, and they flee from him as quickly as possible. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it’s getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. Obeisance: Affected beings drop to their knees at the sound of Asmodeus’ voice, acknowledging The Arch- Fiend’s sovereignty. While bowing, victims are considered prone and flatfooted until their next turn. Asmodeus can use Obeisance in conjunction with any 9th level or higher spell that requires a verbal component (this includes spells adjusted by metamagic feats). Doing so uses up a spell slot as per usual. Asmodeus’ Aura of Utter Hell supersedes the effects of his divine aura for those beings within 9 miles of his presence. Deities and cosmic entities can only be affected on a successful opposed rank check. Avatar: Asmodeus is the avatar of The Overlord of Hell (Lawful Evil overdeity). As the avatar of an overgod, Asmodeus possesses the powers of a true deity rather than those of a conventional avatar. Asmodeus also keeps his malefircarim special abilities, and was given several unique salient abilities to help facilitate his rule over Perdition. The Overlord may generate up to 20 avatars within Hell at one time and typically has at least nine (including the “dominant” avatar) available. However, due to the nature of his imprisonment, The Overlord may only maintain one avatar outside of Hell at any one time; if The Overlord sends an avatar beyond Hell, he can neither generate nor maintain other avatars (already created avatars go into “stasis” until the avatar returns to Hell). It takes 90 days for the Overlord to create a new avatar unless an avatar was destroyed beyond Hell. In such cases, The Overlord will lose all current avatars save one and it will take nine months for him to create a new avatar. It is unknown what would happen if The Overlord lost access to all his avatars. The Overlord may select different appearances, ability scores, classes, feats, salient divine abilities, skills, and so on when creating an avatar, as was the case with Lucifer and Asmodeus. Damnation (unique salient divine ability): Many desperate mortals have made deals with devils over the centuries, seeking the quick (yet dangerous) road to knowledge, power, or wealth. Some of the most arrogant or foolish have attempted to bargain with the King of Hell himself. Assuming the client signs several contracts of terrifying complexity, thereby agreeing to repay the Overlord at some point in the future, Asmodeus will grant the client whatever his or her heart desires. Using his ability to alter reality, Asmodeus will generally grant the client great power (whether personal or political) and/or the ability to completely dominate or oppress a person, group of people, or even country of their choosing. Asmodeus can grant virtually any boon that suits him and his client’s needs. For instance, Asmodeus might grant the client a +9 profane bonus to an ability score or skill (especially Bluff, Diplomacy, or a Knowledge skill), or the ability to cast a spell like dominate monster 402 or mass charm monster (with a +9 profane bonus to the save DC) 9 times per day as a spell-like ability. Asmodeus is quite flexible with the boons he offers those insane enough to deal with him; so long as their desires promote organized evil, The Lord of the Nine is likely to grant them their request, even in the form of a wish. Furthermore, it is believed that Asmodeus has the ability to mimic the soul-bargaining powers of any being bearing a Duke of Hell, arch-devil, or Lord of the Nine template. To date, this has neither been confirmed nor debunked. It is known that Asmodeus has the ability to grant Damnation “boons” through a proxy; such proxies are typically Nessian pit fiends, extremely powerful (21st level +) cardinals of Asmodeus, or Dukes of Hell (particularly Martinet). Asmodeus can bestow up to nine such benefits per client, but one such benefit is lost every nine months unless the client sacrifices the soul of a willing or dominated subject to Asmodeus before that time. Such sacrifices must be worth no less than one-third the HD of the victim and must have noble or royal blood in their veins (no more than nine generations removed). Such sacrifices must take place in regal environments and at midnight. When all of a client's powers have been lost, or when all nine sacrifices have been made, the client usually dies (The Devil has been known to let his favored clients live on for quite some time, often killing them when they least expect it or right before they assume their hoped for “destiny”). Short of the direct intervention of a deity while the client lives, there is no chance of reprieve from the damnation awaiting this corrupt soul. Even with the direct intervention of the deity, the victim must undergo some form of atonement to release his soul from Asmodeus. The deity may offer atonement and a quest to the client to not only undue the wrongs he committed, but to release the souls he consigned to Hell to gain more power. The quest must be completed within nine months after which the client’s soul is forfeit and he immediately dies and descends into the Pit of Darkness where his oblivion will be endless and complete. To retrieve such a soul is an epic adventure of almost divine proportions as it requires that one bargain with Asmodeus . . . Divine Immunities: Ability damage, ability drain, acid, binding, cold, death effects, dimensional anchor, disease, disintegration, dismissal, electricity, energy drain, imprisonment, mind-affecting effects, paralysis, poison, repulsion, sleep, soul bind, stunning, temporal, stasis, trap the soul, turning or rebuking, transmutation. Unlike most deities, Asmodeus is subject to banishment and similar effects. This unique status is due to the nature of The Overlord, who itself has effectively been banished from the Cosmos. Domain Powers: Cast divination, evil, and law spells at +1 caster level; smite 18/day (+4 to attack, +20 to damage); treats Bluff, Disguise, and Hide as class skills. Gaze of Hell’s Depth (Su): Asmodeus’ gaze reveals the depth of depravity, loss, and wickedness that is Hell. Those subjected to Asmodeus’ blood red gaze may suffer one of the following effects, as chosen by Asmodeus (each is a mind-affecting gaze attack with a range of 60 feet): Chill: The target creature must make a Fortitude save (DC 72) or begin to feeling numbingly cold and empty. If affected, it can take only a single move action or standard action each turn, but not both (nor may it take fullround actions). It moves at half its normal speed (round down to the next 5-foot increment). This effect lasts for up to 63 rounds and does not stack with other slow effects. Additionally, the creature takes a –9 penalty on all attack and damage rolls, saving throws, ability checks, and skill checks for the next 24 hours. Fear and Weakness: The target creature must make a Will save (DC 72) or cower before Asmodeus for up to 63 rounds. If the Will save is successful, the creature is instead shaken for 9 rounds. In addition, if Asmodeus wills it, the target may also take 9 points of Strength damage. A Fortitude save (DC 72) halves the effect. A creature cannot drop below Strength 1 in this manner. Madness: If the target creature fails a Will saving throw (DC 72), its mind becomes overwhelmed by the sheer power and otherworldliness of Asmodeus. The creature’s Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. The subject remains in this state until a heal, limited wish, miracle, or wish spell (succeeding at a DC 45 caster level check) is used to cancel the effect. If the variant sanity rules are being employed (see Appendix D: Infernal Insanity), the creature instead takes d% points of sanity damage (minimum 9) on a failed save and 3d6 points of sanity damage on a successful save. Deities and cosmic entities can only be affected on a successful opposed rank check. Hell’s Mouth (unique salient divine ability): As the King of Hell, Asmodeus has absolute control over all of the gates and portals that lead to Hell from any location, reality, or plane of existence, as well as those within Hell. Up to 18 times a day, The Lord of the Nine can cause a gate or portal to open and can accomplish different feats with it. First, Asmodeus may use the Hell’s Mouth to interact with beings within his sensory range. Secondly, Asmodeus may cast spells, use salient divine abilities, spell-like abilities, or any other power through a Hell’s Mouth. Asmodeus may also send devils through the Mouth; such beings are treated as if called rather than summoned. Finally, Asmodeus can cause the Hell’s Mouth to inhale sharply; sucking in those within 90 feet into a location in the Nine Hells of Asmodeus’ choosing if they fail a Will Save (DC 72). In any event, the Mouth remains open for nine rounds. Asmodeus can only open existing gates to Hell or those that have been opened by spellcasters, magic items, or artifacts within the past nine days at the location the gate was created. Thus, if a wizard casts a gate spell to Hell in his sanctum, for the next nine days, Asmodeus can create a Hell’s Mouth in that location. Asmodeus cannot use Hell’s Mouth on typical summon monster spells. He is limited in his ability to create Hell's Mouths on planes apart from Hell and the Prime - he does not have direct access to the Ethereal Plane or the Elemental Planes. He has no access to the plane of Concordant Opposition or to Sigil, though he is able to open a Hell's Mouth in the gate towns. He may open Hell's Mouths on the Outer Planes, but only 18/year, and only within 18 miles of an existing monument or portal to Hell. Note that these restrictions do not prevent him from opening standard gates to these locations (save Sigil). A Hell’s Mouth usually 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 or when Asmodeus uses the Mouth to communicate. On other occasions, it appears 403 as a particularly sinister-looking portal complete with a diabolical, enflamed frame. Asmodeus may adjust the Mouth’s appearance as he desires. Infernal Knowledge: As the driving force of Lawful Evil in the cosmos for countless millennia, Asmodeus possesses untold knowledge. He may use the lore ability as a 45th level loremaster (+85 to his check). Infernal Majesty (Ex): Within Perdition, the power of the King of All Hell is incomparable. On any layer of Hell, Asmodeus possesses a cosmic rank of 21, ranking him as an overdeity. This does not alter his statistics and is applied in addition to his divine rank (the better of the two, in this case the cosmic rank, is used for rank checks). Asmodeus may select up to nine locations within Hell at any one time, which he may affect as a godly realm. It is unclear if he has any limitations in terms of range or duration in accomplishing such feats. Although it is believed that he must succeed in a rank check to overcome the cosmic or divine defenses of other Lords or gods, the certainty of this position is unclear. The Lord of the Nine (unique salient divine ability): Asmodeus is affected as though by a permanent nondetection spell (caster level 45th) and can see in perfect darkness, even that created by deeper darkness spells. He can communicate with any creature within 18 miles using telepathy. He gains the Damage Reduction, Infernal Majesty, Regeneration, and bonus feats of the Lord of the Nine template, and reaps improved versions of some of their other powers, as follows: Call Devils (Su): As a move equivalent action, Asmodeus can demand the respect of any devils. Asmodeus may call, up to 9 times a day, up to 3 archdevils, 6 Dukes of Hell, 9 pit fiends, or 18 of any lesser type of devil. Any devil or being with a diabolic template is vulnerable to being called by Asmodeus, regardless of location. No devil is brave enough (save Mephistopheles) or stupid enough (save Moloch) to verbally challenge Asmodeus in Hell, much less to his face, so all obey his commands. Diabolic Supremacy: Akin to (but more potent than) the diabolic prowess of lesser arch-devils, Asmodeus receives a +18 profane bonus to the DCs and effective caster levels of his special attacks, spells, and spell-like abilities. Asmodeus calculates the save DCs for his divine aura and salient divine abilities as he does his other special abilities. Spell-Like Abilities: Asmodeus may cast all spell-like abilities available to the Lord of the Nine template at will. These abilities are included in the list below. Overlord of Hell (unique salient divine ability): As the true and undisputed King of the Nine Hells, Asmodeus has powers that transcend those of the other Lords of the Nine. Infernal Potentate (Ex): As the personification of Lawful Evil, Asmodeus’ mere presence automatically unhallows an area equal to 9 miles in Hell. Not only can Asmodeus select any spell from the unhallow list in the Player’s Handbook, he may also use any of his domain spells as potential attachments to the effect, can attch up to nine different spells at once, and can change the associated spells 9/day as a move equivalent action. While he can suppress (and reactivate) this ability as a free action, he rarely does so. Asmodeus can use this ability through his Hell’s Mouth salient divine ability. Submission of the Lords (Ex): Once a month, Asmodeus can force the other eight Lords of the Nine to submit to him. Asmodeus may call them to his fortress in Nessus, Malsheem, where they must pay obeisance to him. This power also allows Asmodeus to terminate any and all infernal abilities of the Lords or any other devil. Asmodeus may do so 18 times a day as a moveequivalent action, the devil (even an arch-devil or Lord) receiving no saving throw or spell resistance to avoid the effect. The devil retains its hit dice, class levels, feats, skills, and ability scores, but loses its Abomination and Devil traits, supernatural abilities, spell-like abilities, and any benefits and/or features associated with the Duke of Hell, arch-devil, and/or Lord of the Nine templates. Asmodeus may also grant these benefits up to 18 times per day, again as a move equivalent action. Finally, Asmodeus can simply transform a devil into another kind of devil, the devil again receiving no save against this ability. This power extends beyond Hell through the use of a Hell’s Mouth, although there are rumors that Asmodeus can reach beyond Hell without the benefit of the Mouth. Asmodeus’ power to promote or demote devils as described here is in addition to the powers of the Diabolical Decree. Spell-Like Abilities: Asmodeus uses these abilities as a 99th level caster, except for divination spells, evil spells, and law spells, which he uses as a 100th level caster. The save DCs are 78 + spell level. At will - accursed, animate dead, baleful polymorph, blasphemy, blur, calm emotions, change self, charm monster, clairaudience/ clairvoyance, command, confusion, contagion, create greater undead, create undead, deeper darkness, delayed blast fireball, desecrate, destruction, detect chaos, detect good, detect magic, detect secret doors, detect thoughts, dictum, discern location, disintegrate, dispel chaos, dispel good, divination, dominate monster, dominate person, earthquake, enthrall, false vision, find the path, firestorm, flame strike, foresight, geas/quest, greater command, greater dispel magic, greater invisibility, greater restoration, harm, hellball, hold monster, implosion, inflict critical wounds, inflict light wounds, invisibility, legend lore, magic circle against chaos, magic circle against good, mass hold monster, mass inflict light wounds, mass suggestion, meteor swarm, mirage arcana, mislead, monstrous thrall, nondetection, oppress, order's wrath, persistent image, polymorph, polymorph any object, power word stun, protection from chaos, produce flame, protection from good, pyrotechnics, read magic, restoration, resurrection, screen, scrying, shatter, shield of law, suggestion, summon monster IX (as evil or law spell only), symbol of pain, time stop, true domination, true resurrection, true seeing, tyranny, unhallow, unholy aura, unholy blight, wall of fire, wish. Spells: Asmodeus may spontaneously cast up to 9 arcane and 9 divine epic spells per day. The forbidden spells accursed, Asmodeus' heretical infection, the Serpent's sibilant whisper, and tyranny are all closely associated with the Lord of the Nine, though he is familiar with an untold number of spells. Cleric Spells Per Day: (Levels 0-22) 6/11/11/10/10/10/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2. Caster level 71st (72nd for divination, evil, or law spells). Base DC = 51 + spell level, or 53 + spell level for mindaffecting, language dependant spells. Wizard Spells Per Day: (Levels 0-22) 4/10/10/9/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2. Caster level 76th (77th for divination, evil, or law spells). Base DC = 51 + spell level, or 53 + spell level for mindaffecting, language dependant spells. 404 The Ruby Scepter of Hell: Asmodeus carries The Ruby Scepter of Hell. The scepter is carved from pure ruby, with an onyx pentagram at its head. Of unparalleled craftsmanship, it glistens with an unimaginable, unearthly luster. This item would be worth more than 1,000,000 gp in gem value alone, before even considering its immense magical power. The Ruby Scepter is a +9 axiomatic power unholy power heavy mace with a threat range of 18-20 and a x4 critical multiplier. Any creature struck by the Scepter is affected as by blasphemy and dictum (caster level 45th). The Ruby Scepter also possesses the following powers. While Asmodeus may use each of these powers at will, unless otherwise stated, all others may use each power no more than three times per day. • Tyrant’s Taint: On any successful strike, the Ruby Scepter may confer Tyrant’s Taint. If a victim fails a Will save DC 72, he suffers from this insidious effect. Tyrant’s Taint has an incubation period of 9 days and deals one negative level. The “damage” dealt by Tyrant’s Taint shifts the victim one alignment step closer to Lawful Evil. What makes Tyrant’s Taint particularly dangerous is that a new save must be made every nine days for the next 81 days. Nine successful consecutive saves indicate that one has become free of the disease. Tyrant’s Taint may be removed by a 31st level, good aligned cleric who must cast greater restoration and miracle in immediate succession, succeeding on a DC 45 caster level check each time; this may be done at any time during the 81 day period. Like the Serpent's sibilant whisper (see Chapter 2: Forbidden Magic), it is all but impossible to detect Tyrant’s Taint. • The Ruby Scepter grants a +9 profane bonus to the saves of all Lawful Evil creatures within 90 feet (all wielders save Asmodeus benefit from the bonus). The wielder may withdraw this effect on an individual basis should a powerful Lawful Evil creature challenge his authority. Further, all Lawful Evil creatures within 900 feet with 45 or fewer combined HD or class levels may be commanded by the wielder as an evil cleric commands undead. All other non-Lawful Evil creatures with fewer than 45 HD may be turned as a good cleric turns undead. • Absorption: The Ruby Scepter can be used as a rod of absorption, capable of absorbing up to 27 spell levels per day. • Armor of Malsheem: When this ability is activated (a full round action), the wielder’s damage reduction, fast healing, and regeneration are doubled for the next 9 rounds (if the wielder does not possess one or more of these boons, he receives a DR of 9/ – , fast healing equal to his Constitution modifier, and regeneration equal to double his Constitution modifier). When in Asmodeus’ hands, the Scepter also doubles the hit points of his divine shields for the duration. While this power may be used once a day for others, Asmodeus take on the Armor of Malsheem thrice per day. • Bolt of Lightning: 180 foot long, 10 foot wide line; deals 180 points of corrupted, violated electricity damage (Reflex DC 72 for half). Failure of the Reflex knocks a victim prone; furthermore, failure by 10 points or more throws a victim back 10 feet plus 10 more feet for every additional 10 points by which the save was failed (thus a being that received a result of 40 would be knocked back 30 feet). If this effect causes the victim to strike a solid object (like a wall), the victim suffers 1d6 points of damage for every 10 feet they travel before striking. A victim must also make a Fortitude save DC 72 or become paralyzed for 9 rounds. Whether the victim succeeds or not, he becomes charged with static electricity for the next 9 rounds and deals 15d6 points of electricity damage whenever they come within reach of or touch another being. • Cone of Frost: 90 foot long cone; deals 180 points of corrupted, violated cold damage (Reflex DC 72 for half). Those struck must also make a Fortitude save DC 72. On a successful save, victims are slowed for 9 rounds. On a failure, victims are stuck in place as though by hold monster for 9 rounds. If they fail the Fortitude save by 18 points or more, they are frozen into ice and rendered helpless for up to 9 days (a miracle or wish cast by a 31st level caster that succeeds at a DC 45 caster level check can thaw victims out). If they take 50 points of damage or more from any one attack while in this state, victims shatter into pieces and die. • Inflict Wounds: On any successful melee attack with the Ruby Scepter, the wielder may choose to inflict wounds upon the target of a melee attack (this is done as part of the melee damage rather than as a separate action). This effect deals 52 points of corrupted, violated negative energy damage to the target (Will save DC 72 for half). Undead are neither harmed by nor benefit from this power. Thrice per day, Asmodeus (and Asmodeus only) can increase the effect, dealing 200 points of corrupted, violated negative energy damage instead (Will save DC 72 for half). In both cases, Asmodeus heals a number of hit points equal to half the damage dealt in this fashion (he cannot exceed his normal maximum hit points in this fashion). • Jet of Acid: 360 foot long, 5 foot wide line; deals 180 points of corrupted, violated acid damage (Reflex DC 72 for half). Failing the Reflex save requires that a victim must also make a Fortitude save DC 72 for one magic item; failure indicates that the item takes the damage as well (see Items Surviving after a Saving Throw in the Magic Overview section of the Player’s Handbook to determine which items are affected first). At the beginning of each of the next two rounds, another of their items must save as well. In addition, the acid eats away at the flesh, dealing 3 points of Constitution damage (Fortitude DC 72 for half) immediately and an additional 3 points at the beginning of each of the next two rounds (unless a heal, miracle, or wish spell from a 31st level caster that succeeds at a DC 45 caster level check is cast on the victim). • Tyrant Triumphant: Activating this ability causes pulsing, red and black waves to emanate from the Scepter in a 90 foot radius. The area within 90 feet of the Scepter is surrounded by a wall of anti-magic. The wall is razor thin, but prevents spells or supernatural abilities originating from within the area from affecting those without and vice versa, similar to the lesser layers of a prismatic wall. All save the wielder within the area are affected as if by disjunction, blasphemy, dictum, and repulsion in that order during the round that the effect begins (caster level 99th, DC 72 where applicable). A nearly impenetrable shield is 405 erected around the wielder, and remains for 3 rounds. Each round the barrage of spells repeats within 90 foot radius of the Scepter. The shield surrounding the wielder is immune to all forms of attack save those with the good or chaotic descriptor. The shield has 999 hit points. Even from those forms of attack against which it is vulnerable, the shield ignores the first 90 points of damage per round. Good or chaotic aligned spells which do not normally deal damage deal 1d10 points of damage per spell level to the shield. During the first round, the Scepter’s wielder is purged of all unwanted effects, including but not limited to, disease, poison, enchantments, curses, debilitations, and death. In the second round, the wielder is healed to full hit points. By the third round, the wielder regains spells, spell-like abilities, and any other limited-use abilities innate to his nature (not granted by an item) as if he had rested for a day. While Asmodeus may use this ability thrice a day, all others benefit from it once a day. Tyrant Triumphant will automatically activate once per day should its wielder perish. In either case, once Tyrant Triumphant is used, the wielder may not call on any of the Scepter’s other powers save its melee effects (including axiomatic power, unholy power, blasphemy, dictum, and Tyrant’s Taint, but excluding inflict wounds), or the remaining uses of Tyrant Triumphant (Asmodeus only), for the next 24 hours. A being that touches or holds the Ruby Scepter against Asmodeus’ will suffers several dire consequences. In addition to the saves required by Infernal Arms, the DCs increase by +1 every nine hours. Even a being that saves against these effects suffers nine negative levels when holding the Ruby Scepter. Any being slain by the Ruby Scepter finds his soul consigned to Nessus – trapped in the Serpent’s Throne. No being save Asmodeus himself can restore such a soul to life. Asmodeus has a price for the release of each one, assuming someone is willing to travel to his domain in order to bargain for it. Some say the Supreme Virtue once traveled into Hell to liberate her follower, and she was the only one to ever receive a soul back free of cost. The modron bureaucrats of Mechanus offer pricey legal advice for discovering loopholes in a contract offered by Asmodeus...some go mad after seeing perfect logic so tainted by evil. Other Divine Powers The statistics here reflect the powers of the avatar of the King of Hell, whom most simply call Asmodeus, although the true name of this being is unknown. As far as the devils of Hell, most gods, and virtually all lesser beings know, the avatar is the true Asmodeus. Although these statistics are for the avatar of the true King of the Nine Hells (what or whoever that being might be), it is only through the use of the Hell’s Mouth salient divine ability that the avatar can interact with (or, more rarely, enter) the Prime Material Plane. Senses: Asmodeus can see (using normal vision or darkvision), hear, touch, and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. However, his remote sensing is limited to Hell, or to Prime worlds he has accessed with a Hell's Mouth. While he can completely block the sensing power of any god or cosmic entity attempting to peer into Nessus, he does not have this ability beyond his layer. Portfolio Sense: Asmodeus can sense anything that pertains to Lawful Evil acts (trickery, tyranny, etc.) eighteen weeks before it happens and retains the sensation for eighteen weeks after the event occurs. However, he is limited in his ability to perform this feat beyond Hell except with the use of a Hell’s Mouth. Automatic Actions: Asmodeus can use Bluff, any Knowledge skill, or Sense Motive as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Asmodeus can create any magic item that has lawful or unholy attributes, that smothers the will, or that otherwise brings the wielder ever closer to a Lawful Evil alignment.[/sblock] And I gave up on editing it halfway...:( While the latter undoubtably exhaustively delineates the boundaries of Asmodeus' capabilities, in reality, more than 99% of his statblock is not going to get used. Which would you rather prefer? ;) [/QUOTE]
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[High level monsters and powers] What can Graz'zt actually do?
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