Aspect of Asmodeus CR 27
LE Large outsider (baatezu, evil, extraplanar, lawful)
Init ; Senses see in darkness; Listen +46, Spot +46
Aura Submission DC 38, 20ft.
Language Celestial, Common, Draconic, Infernal; telepathy 100 ft., tongues
AC 50 (-1 size, +5 Dex, +25 natural, +6 armor and/or shield, + 5 deflection), touch 19, flat-footed 45
hp 432 (22HD)
Immune fire, poison
Resist Acid 10, cold 10; SR 40
Fort +27 Ref +23 Will +29
Speed 40 ft. (8 squares), fly 120 ft. (perfect)
Melee Ruby Rod /// ( plus negative energy plus vs good)
Base Atk +32, Grp +50
Attack Options Combat Expertise, Combat Reflexes, Empower Spell-Like Ability (hellfire storm), Quicken Spell-Like Ability (hellfire), Violate Spell-Like Ability
Special Actions chill gaze, Dark Speech, fear and weakness gaze, summon baatezu
Cleric Spells (CL 20th; 1d20+22 to overcome SR) 21+ spell level
9th—energy drain (DC 30), gate, hellish horde*, implosion (DC 30), imprisonment (DC 30)D, soul bind (DC 30)
8th—demand (DC 29)D, earthquake, fire storm (DC 29) (2), mass heal, shield of law (DC 29)
7th—destruction (DC 28) (2), dictum (DC 28), greater bestow curse* (DC 28), greater scrying (DC 28), repulsion (DC 28)D, violated harm (+45 melee touch, DC 27)
6th—blade barrier (DC 27), harm (+45 melee touch, DC 27) (2), heal, mass fox’s cunningD, violated flame strike (DC 26), word of recall
5th—break enchantment, dispel chaos +45 melee touch, DC 26), dispel good (+45 melee touch, DC 26), flame strike (DC 26) (2), greater command (DC 26), slay living (+45 melee touch, DC 26), summon monster IVD
4th—cure critical wounds, deeper darknessD, dimensional anchor (+36 ranged touch), discern lies (DC 25), dismissal, restoration, sending, spell immunity
3rd—bestow curse (DC 24), cure serious wounds, deeper darkness (2), invisibility purge, protection from energy, remove curse, speak with dead (DC 24), summon monster IIID
2nd—aid, align weapon, calm emotions (DC 23), cure moderate wounds (2), desecrate, fox’s cunningD, lesser restoration, remove paralysis
1st—bane (DC 22)D, command (DC 22) (2), cure light wounds (2), deathwatch, divine favor, entropic shield, shield of faith
0—cure minor wounds, guidance, mending, read magic, slash tongue* (2)
D: Domain spell. Domain: Baator.
*Hellish horde and greater bestow curse are found in Spell Compendium, and slash tongue is found in Book of Vile Darkness. If you don’t have either of those books, replace these feats with gate, blasphemy, and resistance respectively.[/i]
Spell-Like Abilities (CL 20th):
Always active—detect chaos, detect good, detect magic, magic circle against good, true seeing
At will—charm monster (DC 24), dominate monster (DC 29), geas/quest, greater dispel magic, greater teleport, hellfire, hellfire storm, major image (DC 23), project image (DC 27), resurrection, suggestion (DC 23)
3/day—mass charm monster (DC 28), meteor swarm (DC 29), power word kill, power word stun
Abilities Str 38, Dex 21, Con 28, Int 28, Wis 32, Cha 30
Feats Combat Expertise, Combat Reflexes, Craft Rod, Dark Speech, Empower Spell-Like Ability (hellfire storm), Improved Feint, Improved Initiative, Quicken Spell-Like Ability (hellfire), Spell Penetration, Violate Spell, Violate Spell-Like Ability (meteor swarm),
Skills Bluff +22, Climb +32, Concentration +32, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +36, Knowledge (arcana) +23, Knowledge (religion) +23, Knowledge (the planes) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +30.5, Spot +25, Survival +6 (+8 following Tracks), Swim +31.5
Init ; Senses see in darkness; Listen +46, Spot +46
Aura Submission DC 38, 20ft.
Language Celestial, Common, Draconic, Infernal; telepathy 100 ft., tongues
AC 50 (-1 size, +5 Dex, +25 natural, +6 armor and/or shield, + 5 deflection), touch 19, flat-footed 45
hp 432 (22HD)
Immune fire, poison
Resist Acid 10, cold 10; SR 40
Fort +27 Ref +23 Will +29
Speed 40 ft. (8 squares), fly 120 ft. (perfect)
Melee Ruby Rod /// ( plus negative energy plus vs good)
Base Atk +32, Grp +50
Attack Options Combat Expertise, Combat Reflexes, Empower Spell-Like Ability (hellfire storm), Quicken Spell-Like Ability (hellfire), Violate Spell-Like Ability
Special Actions chill gaze, Dark Speech, fear and weakness gaze, summon baatezu
Cleric Spells (CL 20th; 1d20+22 to overcome SR) 21+ spell level
9th—energy drain (DC 30), gate, hellish horde*, implosion (DC 30), imprisonment (DC 30)D, soul bind (DC 30)
8th—demand (DC 29)D, earthquake, fire storm (DC 29) (2), mass heal, shield of law (DC 29)
7th—destruction (DC 28) (2), dictum (DC 28), greater bestow curse* (DC 28), greater scrying (DC 28), repulsion (DC 28)D, violated harm (+45 melee touch, DC 27)
6th—blade barrier (DC 27), harm (+45 melee touch, DC 27) (2), heal, mass fox’s cunningD, violated flame strike (DC 26), word of recall
5th—break enchantment, dispel chaos +45 melee touch, DC 26), dispel good (+45 melee touch, DC 26), flame strike (DC 26) (2), greater command (DC 26), slay living (+45 melee touch, DC 26), summon monster IVD
4th—cure critical wounds, deeper darknessD, dimensional anchor (+36 ranged touch), discern lies (DC 25), dismissal, restoration, sending, spell immunity
3rd—bestow curse (DC 24), cure serious wounds, deeper darkness (2), invisibility purge, protection from energy, remove curse, speak with dead (DC 24), summon monster IIID
2nd—aid, align weapon, calm emotions (DC 23), cure moderate wounds (2), desecrate, fox’s cunningD, lesser restoration, remove paralysis
1st—bane (DC 22)D, command (DC 22) (2), cure light wounds (2), deathwatch, divine favor, entropic shield, shield of faith
0—cure minor wounds, guidance, mending, read magic, slash tongue* (2)
D: Domain spell. Domain: Baator.
*Hellish horde and greater bestow curse are found in Spell Compendium, and slash tongue is found in Book of Vile Darkness. If you don’t have either of those books, replace these feats with gate, blasphemy, and resistance respectively.[/i]
Spell-Like Abilities (CL 20th):
Always active—detect chaos, detect good, detect magic, magic circle against good, true seeing
At will—charm monster (DC 24), dominate monster (DC 29), geas/quest, greater dispel magic, greater teleport, hellfire, hellfire storm, major image (DC 23), project image (DC 27), resurrection, suggestion (DC 23)
3/day—mass charm monster (DC 28), meteor swarm (DC 29), power word kill, power word stun
Abilities Str 38, Dex 21, Con 28, Int 28, Wis 32, Cha 30
Feats Combat Expertise, Combat Reflexes, Craft Rod, Dark Speech, Empower Spell-Like Ability (hellfire storm), Improved Feint, Improved Initiative, Quicken Spell-Like Ability (hellfire), Spell Penetration, Violate Spell, Violate Spell-Like Ability (meteor swarm),
Skills Bluff +22, Climb +32, Concentration +32, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +36, Knowledge (arcana) +23, Knowledge (religion) +23, Knowledge (the planes) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +30.5, Spot +25, Survival +6 (+8 following Tracks), Swim +31.5
Aura of Submission (Su)At the end of each of Asmodeus’s turns, creatures within 20 feet of him must succeed on DC 36 Will saves or submit to all of Asmodeus’s commands for 1 day, doing whatever he asks as if every request of his was a suggestion spell against which the target cannot resist. This is a mind-affecting ability.
A creature that successfully saves cannot be affected by Asmodeus’s aura ever again.
Chill Gaze (Su)
As the slow spell; DC 36; caster level 20th.
Chill gaze has a range of 30 feet. On a failed saving throw, the target also takes a –2 penalty on all attack rolls, damage rolls, saving throws, ability checks, and skill checks for 1 hour.
Fear and Weakness Gaze (Su)
As fear and ray of enfeeblement spells; DC 36; caster level 20th.
Fear and weakness gaze has a range of 60 feet.
Those affected by Asmodeus’s gaze must succeed on two saving throws, one for fear and the other for ray of enfeeblement.
Regeneration (Ex)
Good weapons, and spells and effects with the good descriptor, deal normal damage to Asmodeus. If Asmodeus loses a limb or body part, the lost portion regrows in 1d6 minutes. Asmodeus can reattach the severed member instantly by holding it to the stump.
Ruby Rod
The aspect of Asmodeus wields a lesser version of Asmodeus’s own Ruby Rod. It acts as a +6 unholy heavy mace that also produces an inflict serious wounds effect on whomever it touches. Caster level 20th.
Summon Baatezu (Sp)
Three times per day, Asmodeus can automatically summon one pit fiend or two of any other kind of devil (including the aspects of other archdevils).
This ability is the equivalent of a 9th-level spell (CL 20th).
Tongues (Su)
As the tongues spell; always active; caster level 20th.
RUBY ROD OF ASMODEUS
(MAJOR ARTIFACT)Not only is the Ruby Rod of Asmodeus a potent weapon, but it also allows its wielder access to incredible power. From its opaline tip, the wielder can unleash the destructive power of the Nine Hells, delivering streams of vitriol, crackling death, or the frigid winds of scorn. Even if a creature somehow survives these vicious attacks, it is often left helpless before the wielder’s majesty. Rarely far from its master’s hand, Asmodeus sometimes bestows his ruby rod onto a particularly worthy mortal to serve his ends. Whether the artifact he bestows is authentic or a facsimile, no one knows.
Lore:The Ruby Rod is the symbol of office for the ruler of Nessus. He who wields it rules Hell. (Knowledge [the planes] DC 20) Crafted from a single ruby of incredible size, it was bathed in the blood of a thousand mortal sacrifices, quenched in Tiamat’s acidic drool, and polished with the tears of 777 angels. (Knowledge [the planes] DC 30) Description: This scepter is a 4-foot shaft carved from a solid ruby. Along its length are the names of good deities and celestials spelled in reverse and stained with black blood. The bottom is jagged, as if the item was snapped from a larger piece, while the top is a clawed fist clutching a skull.
The Ruby Rod glows with power, shedding a soft, malevolent crimson light. Just prior to releasing a blast of energy, it flares, sending rays of putrid light in all directions. Furthermore, its wielder’s eyes match the color of the rod.
Activation: The Ruby Rod always functions as a weapon. As a standard action, a wielder can activate any of its other special abilities once per day. Asmodeus can use them at will, each as a swift action.
Effect:When wielded in combat, the Ruby Rod of Asmodeus acts as a +6 unholy greatclub. Whenever it strikes a target or is touched without Asmodeus’s assent, it also delivers an inflict critical wounds effect (caster level 20th, DC 19 for half). In addition, the wielder can activate any of the following effects. The save DC for each effect is equal to 10 + 1/2 the wielder’s HD + the wielder’s Cha modifier.
• Line of Lightning: 150-ft. line, damage 20d6 electricity, Reflex half.
• Line of Acid: 150-ft. line, damage 20d6 acid, Reflex half.
• Cone of Cold: 75-ft. cone, damage 20d6 cold, Reflex half.
• Aura of Might: Anyone attempting to attack the wielder must first succeed on a Will save or instead bow down, becoming helpless for 1 round.
• Reverie of Nessus: Once per day, as an immediate action, the wielder can encase himself in a 5-foot-radius spherical wall of force. The area 50 feet around the sphere (but not within it) becomes an antimagic field. This effect lasts for 3 rounds. In the first round, the wielder is automatically purged of any unwanted enchantment spells or effects. In the second, the wielder is purged of any diseases, poisons, or physical maladies (including lost body parts). In the third round, the wielder is healed to full hit points and feels refreshed as though he had just rested a full day, regaining spells and spell-like abilities accordingly. This ability triggers automatically (without the wielder having to spend an immediate action) if the wielder ever fails a save against an unwanted enchantment spell or effect, such as charm person or dominate monster.
Aura/Caster Level: Overwhelming conjuration and evocation, overwhelming evil. CL 30th.
Weight: 5lbs
Asmodeus possesses a striking and commanding presence, his presence alone evoking a sense of authority and control. His sharp features are chiseled and defined, revealing an intelligence that seems to penetrate one's very soul. Fiery red eyes, gleaming with an otherworldly intensity, hold an infernal spark of cunning and a subtle hint of manipulation.
A mane of meticulously groomed, crimson-hued hair frames his face, flowing in waves that perfectly complement his suave and charismatic demeanor. A pair of majestic, bat-like wings sprout from his back, their ethereal span hinting at his celestial origin, yet tainted by the dark tinge of his nature.
Asmodeus is often attired in resplendent and ornate garments, befitting his role as a lord of the infernal realms. His attire blends elegance and power, as he adorns himself in regal robes and armor crafted from ebony, accented with intricate patterns and motifs. His armor, in particular, reflects both strength and sophistication, gleaming with a dark radiance that mirrors his own aura.
When he speaks, his voice carries a seductive and resonant quality, each word uttered with precision and purpose. It weaves a mesmerizing spell, drawing listeners under his persuasive influence. Asmodeus possesses a commanding presence that allows him to effortlessly manipulate those around him, exploiting their desires and vulnerabilities for his own machinations.
Though his countenance holds an undeniable allure, there is an undeniable sense of danger and menace that accompanies it. His charm, as enticing as it may be, is merely a mask veiling the depths of his diabolical nature. Asmodeus embodies both the allure of temptation and the treacherous depths of darkness, a captivating figure whose power and influence extend far beyond the mortal realm.
