Aspect of Asmodeus CR 27
LE Large outsider (baatezu, evil, extraplanar, lawful)
Init +9; Senses see in darkness; Listen +46, Spot +46
Aura submission (20 ft., DC 36)
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft., tongues
AC 50, touch 19, flat-footed 45 (–1 size, +5 Dex, +6 armor, +5 deflection, +25 natural)
hp 432 (32 HD); regeneration 13; DR 20/epic and good
Immune fire, poison *Sonic (120pts – Protection from Energy (Sonic)) *Spell Immunity (All spells with SR of 4th level and lower) Resist acid 10, cold 10; SR 40 Fort +27, Ref +23, Will +29
Speed 40 ft. (8 squares), fly 120 ft. (perfect)
Attack: Melee Ruby Rod +51/+46/+41/+36 (2d6+27 plus 3d8+15 negative energy [plus 2d6 against good-aligned creatures])
Space 10 ft.; Reach 10 ft.
Base Atk +32; Grp +50
Atk 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 Prepared (CL 20th; 1d20+22 to overcome SR):
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.
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
SA aura of submission, chill gaze, fear and weakness gaze, spell-like abilities, summon baatezu
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) *Dark Speech appears in Book of Vile Darkness and is revised in Fiendish Codex I: Hordes of the Abyss. Violate Spell and Violate Spell-Like Ability are found in Book of Vile Darkness. If you don’t have either of those books, replace these feats with Disrupting Spell
(page 83), Empower Spell, and Dilate Aura (page 83), respectively.
Skills Appraise +24 (+26 alchemical items), Bluff +45, Concentration +44, Craft (alchemy) +29, Diplomacy +49, Disguise +30 (+32 acting), Gather Information +45, Hide +36, Intimidate +47, Knowledge (arcana) +44, Knowledge (nature) +24, Knowledge (religion) +44, Knowledge (the planes) +44, Listen +46, Move Silently +40, Search +44, Sense Motive +46, Spellcraft +46, Spot +46, Survival +11 (+13 above ground natural environments, on other planes, or to follow tracks)
Possessions Ruby Rod of Asmodeus, ring of protection +5, bracers of armor +6, black sapphire worth 20,000 gp
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 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. = 36
• 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. This is a Mind-Affecting effect.
• 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.
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.
Preparation before encounter: Shield of Law, Spell Immunity and Protection from Energy (Sonic) (CL:20) – already counted into the entry.
Combat Strategy: Once the fighting commences, Asmodeus fights from the back. He alternates uses
of his chill gaze with his fear and weakness gaze between uses of implosion, destruction, and fire storm. Even if enemies somehow manage to close on him, they must contend with his aura of submission and his terrible Ruby Rod. When Asmodeus is attacked for the first time use Reverie of Nessus from his Ruby Rod. Should Asmodeus actually take any damage, he teleports away.