Asmodeus (5e Creature)

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Large fiend (devil), lawful evil

Armor Class 22 (natural armor)
Hit Points 310 (20d10 + 200)
Speed 60 ft., fly 150 ft.

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

Saving Throws Str +18, Con +19, Int +19, Wis +17, Cha +18
Skills Arcana +19, Deception +27, Insight +26, Intimidation +27, Perception +17, Religion +19
Proficiency Bonus +9
Damage Resistances acid, lightning, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, fire, necrotic, poison
Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned
Senses darkvision 240 ft., truesight 120 ft., passive Perception 27
Languages all, telepathy 1 mile
Challenge 30 (155,000 XP)

Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Nine Hells, and he is unable to take physical form for a time. However, if he is killed in his domain of Nessus, this does not happen.

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

At will: animate dead, geas (9th level), ice storm (9th level), thunderwave (9th level), fire bolt (max level), chill touch (max level), bestow curse (9th level), fireball (9th level), chain lightning (9th level), disguise self, identify, blight (6th level), phantasmal force
4/day each: blindness/deafness (9th level), enthrall, dispel magic (9th level), counterspell (9th level), slow (unlimited range), hold monster, mass suggestion (9th level), wall of fire, wall of ice, sickening radiance, polymorph
3/day each: banishment, phantasmal killer, dominate person (9th level), mental prison, harm, finger of death, forcecage, divine word, greater invisibility, symbol
2/day each: feeblemind, dominate monster (9th level), shapechange, imprisonment, meteor swarm, power word kill, true polymorph, mass polymorph
1/day each: dark star, true resurrection

Limited Magic Immunity. Asmodeus can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

Regeneration. Asmodeus regains 30 hit points at the start of his turn if he has at least 1 hit point.

Magic Weapons. Asmodeus's weapon attacks are magical.

Legendary Resistance (3/Day). If Asmodeus fails a saving throw, he can choose to succeed instead.


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

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 53 (10d8 + 8) bludgeoning damage.

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

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

Horns. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 10 (4d4) piercing damage. The target must succeed on a DC 20 Charisma saving throw or get poisoned. The target must roll again every day. If they fail the saving throw, they take 3d10 poison damage. If they succeed, they are no longer poisoned.

Frightful Presence. Each creature of Asmodeus’s choice that is within 200 feet of Asmodeus and aware of him must succeed on a DC 30 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Asmodeus's Frightful Presence for 24 hours.

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

Reverie of Nessus (1/Day). Asmodeus encases himself in a protective barrier which heals him and stops enemies from attacking him. This barrier acts as a globe of invulnerability. The Reverie of Nessus lasts for three rounds, with a different effect for each one:

  • In the 1st round, Asmodeus is automatically purged of any unwanted spell effects of conditions.
  • In the 2nd round, Asmodeus is purged of any diseases, poisons, or physical maladies (including lost body parts).
  • In the 3rd round, Asmodeus is healed to full hit points and feels as though he just rested a full day, regaining spells and class abilities accordingly (except for Reverie of Nessus).


Innate Spellcasting. Asmodeus innately casts one spell.

Loyalty to the Lord. If Asmodeus' rod was ever knocked or taken out of his hand, he instantly teleports it back into his palm

"Now you see me". Asmodeus teleports anywhere within his line of sight or in the nine hells.


Asmodeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Asmodeus regains spent legendary actions at the start of his turn.

Chilling Gaze. Asmodeus target one creature within 30 ft., the target makes a Wisdom Save of DC 25 on a failed save target takes 3d10 psychic damage, the target becomes frightened for 30 seconds and gains 1 level of exhaustion. On gaining six levels of exhaustion creature doesn’t die but is dominated by Asmodeus.
Contract Established. Asmodeus on touching a humanoid or a piece of dead humanoid calls its soul back and forms a new adult body for the soul to enter. If the target isn’t willing to do so the spell fails. The body that is formed for the soul is a Tiefling’s body. The soul retains all it’s memories and experiences and is friendly towards Asmodeus (his memories are altered such that it obeys Asmodeus).
Call of the Lord (Costs 2 Actions). Asmodeus can summon eight creatures (with a challenge rating of 20 or below) who reside within 9 hells.
Hell's Gate (Costs 2 Actions). As the King of Hell, Asmodeus has absolute control over all of the gates and portals that lead to Hell, as well as those within Hell. The Lord of the Nine can cause a gate or portal to open, sucking in those within 60 feet into a location in the Nine Hells of Asmodeus' choosing if they fail a Wisdom Save DC 25. The Mouth remains open for 3 rounds. A Hell's Mouth appears as a great, diabolically evil human male face with jagged, chewing teeth. Flames burst from the gaping maw as it attempts to suck in unlucky victims. The gate is two way and remains open for five rounds (suction only during the first round).

Christopher Moeller

In the lightless depths of the Nine Hells dwells the Lord of Lies. Asmodeus, the ancient and cunning, cloaked in shadow, his true form hidden from all. Millennia of infernal politics could not topple the undisputed King of Baator, though the archdevils serve him through gritted fangs. His power remains unmatched by devilkind, and his schemes unfold over spans of time immeasurable.

With eyes of blazing ruby, fair of form and honeyed voice, the silver-tongued prince tempts mortal and god alike. Though none can comprehend the labyrinthine motivations of the Cloven One, all tremble at the Serpent's wrath. And yet, beneath his pleasing guise, wounds of eons past still plague the Great Deceiver. His lifeblood weeps from rends no magic can mend, and so the Lord of the Ninth feasts upon mortal souls to fuel his divinity.

In his true form, that none may gaze upon and live, he is a devouring serpent. Coiled within the lightless Pit, vaster than the mortal mind can fathom, the snarling fiend dreams of reforging reality to suit his twisted desires. All serve in his grand schemes, pawn and king alike. The multiverse shall tremble when at last his machinations bear their poisoned fruit.

But until the appointed hour, the subtle Architect of Hell weaves his web of lies and gilded falsehoods. None may pierce his veil of deception until the Prince of Evil stands triumphant over the ruin of creation.

(3 votes)

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