ASMODEUS, LORD OF THE NINTH

from Book of Vile Darkness

Large Outsider (Evil, Lawful)

Hit Dice: 35d8+350 (507 hp)

Initiative: +10

Speed: 40 ft, fly 120 ft, (perfect)

AC: 49 (-1 size, +6 Dex, +9 insight, +25 natural), touch 24, flat-footed 43

Attacks: Ruby Rod of Asmodeus (+6 unholy greatclub) +55/+50/+45/+40 melee

Damage: Ruby Rod of Asmodeus (+6 unholy greatclub) ld8+28 plus 4d8+20 inflict critical wounds. Face/Reach: 5 ft. by 5 ft./10 ft.

Special Attacks: Chill gaze, demand submission, fear and weakness gaze, spell-like abilities, spells

Special Qualities: Baatezu traits, DR 20/+7, outsider traits, regeneration 15, SR 45, summon baatezu

Saves: Fort +29, Ref+25, Will +31

Abilities: Str 40, Dex 25, Con 30, Int 30, Wis 34, Cha 30

Skills: Alchemy +45, Appraise +26, Bluff+45, Concentration +45, Diplomacy +53, Disguise +45, Gather Information +45, Hide +19, Innuendo +47, Intimidate +49, Knowledge (arcana) +45, Knowledge (nature) +18,

Knowledge (religion) +26, Knowledge (the planes) +45, Listen +47, Move Silently +23, Scry +45, Search +45, Sense Motive +47, Spellcraft +45, Spot +47

Feats: Combat Reflexes, Craft Rod, Dark Speech, Expertise, Improved Initiative, Maximize Spell-Like Ability, Power Attack, Spell Penetration, Violate Spell-like Ability

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: 32

Treasure: Quadruple standard

Alignment: Lawful evil

Advancement: -

 

Asmodeus the Archfiend, the overlord of all the dukes of hell, commands all devilkind and reigns as the undisputed master of the Nine Hells. Even the deities that call that plane home pay Asmodeus a great deal of respect. Asmodeus is certainly older than any devil in hell, although some say that he was not the plane's, first ruler. On o the other hand, some reports claim that he is indeed the original, primal forte of evil in the multiverse.

The actions of Asmodeus are often mysterious to outside observers, but that is due to the shortsighted and dim-wined view most beings have, Asmodeus's manipulations are labyrinthine and insidious. They work on a grand scale, although when it suits his needs he is willing to focus his attention even on the status of a lowly mortal soul During the Reckoning, Asmodeus showed that he could take on virtually all the other archdevils in hell and arise triumphant when the smoke clears. His will alone dictates who rules the various layers of hell. Once a year, he gathers the archdevils together in his home in Nessus, a fortress called Malsheem. None has ever refused this call Even Levistus is briefly freed from his imprisonment to attend (and sulk through) this gathering. Asmodeus stands just over 13 feet tall, with lustrous dark skin and dark hair, He is handsome in the same way that a thunderstorm is beautiful. His red eyes shine with the power of hell, and his head is crowned with a pair of small, dark red horns, He dresses in finery of red and black; a single garment of his might cost what an entire nation spends in a year. Of course, he is never without his Ruby Rod, an ornate piece of unparalleled jeweled finery and vast magical power.

Combat

Asmodeus relies on the awesome might of his Ruby Rod should he ever find himself engaged in combat (which would be a rare event indeed). It is more likely that he simply forces his foes to submit or flee with his powers. If that does not work he relocates to allow his servants to deal with the foes. Chill Gaze (Su): This gaze attack (Will DC 37 negates) has a range of 30 feet and acts as a slow spell (caster level 20th) that also imposes a -5 penalty on all attack and damage rolls, saving throws, ability checks, and skill checks for 24 hours.

Fear and Weakness Gaze (Su): This gaze attack (Will DC 37 negates) has a range of 60 feet and acts as a fear spell (caster level 20th) that also deals 1d4 points of Strength damage to creatures that fail their save. Asmodeus can use this or his chill gaze in a given round (but not both).

Demand Submission (Su): Once per round as a standard action, Asmodeus can force any single creature who can hear and understand his voice to attempt a Will saving throw (DC 37). If the creature fails, it submits to the ruler of hell for 10d10 days, doing whatever Asmodeus asks as if every request of his was a suggestion against which the Target cannot resist with a saving throw. Once a creature succeeds at 3 saving throw against this ability, it is forever immune to the effect,

Spell-Like Abilities: At will-animate dead, blasphemy, charm monster, create greater undead, desecrate, detect magic, devil's ego, discern location, dominate monster, fiendish quickening, geas/quest, greater dispelling, hellfire, hellfire storm, magic circle against good, major image, mass charm, project image, restoration, resurrection, suggestion, teleport without error, true seeing (as a cleric), unholy aura, unholy blight, unhallow, wall of ice, wall of ice, wretched blight; 1/day-meteor swarm, power word (any), symbol (any), true resurrection, wish. Caster level 20th; save DC 20 + spell level,

Spells: Asmodeus can cast spells as a 20th-level cleric with the Diabolic and Evil domains. He gains one extra spell slot at each spell level from 1 to 9 for domain spells, and he can use the granted powers of his domains as if he were actually a cleric

Spells Prepared (6/9/9/9/9/8/7/7/7/6; save DC 22 + spell level):

0-cure minor wounds, guidance, no light, resistance (2), slash tongue;

1st-cure light wounds (2), deathwatch, detect chaos, detect good, devil's tail*, heartache, suspend disease, shield of faith;

2nd-boneblast, cure moderate wounds (2), desecrate*, lesser, restoration (2), remove paralysis, sap strength, wither limb;

3rd-cure serious wounds, deeper darkness, devil's ego*, negative energy protection, protection from elements (sonic) remove curse, sadism, speak with dead, wrack;

4th-cure critical wounds, dimensional anchor, discern lies, hellfire*, hell's power, identify transgressor, restoration! sending, stop heart;

5th-break enchantment, dispel chaos, dispel good*, flame strike (2), heart clutch, marl: of justice, morality undone;

6th- antilife shell, blade barrier, etherealness, harm, heal, planar binding*, thousand needles,

7th-bestow greater curse, destruction, dictum, greater scrying (2), hellfire storm*, imprison soul,

8th-demand*, earth- quake, fire storm (2), mass heal (2) Shield of law;

9th- despoil, energy drain, gate*. Implosion, soul bind storm of vengeance.

*Domain spell Domains: Diabolic (+10 bonus on Bluff, Diplomacy, Intimidate, or Sense Motive check, 1/day), Evil (+1 caster level for evil spells).

Baatezu Traits: Asmodeus can communicate telepathically with any creature within 1.00 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Asmodeus is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.

Outsider Traits: Asmodeus cannot be raised or resurrected.

Regeneration (Ex): Asmodeus takes normal damage from holy and blessed weapons of at least +4 enhancement.

Summon Baatezu (Sp): At will, Asmodeus can automatically summon 1 pit fiend or 2 of any other type of devil.

Possessions: Asmodeus wields the Ruby Rod of Asmodeus, which acts as a +6 unholy greaterclub that bestows an inflict critical wound's spell (caster level 20th) upon anyone it touches. See the artifacts section of Chapter 6 for a description of the Ruby Rod's other powers.

The Coals of Asmodeus

First and foremost, Asmodeus is interested in preserving the status quo in which he is the supreme ruler of hell. Beyond that, he focuses most of his attention on the general spread of evil in the multiverse. He opposes the actions of powerful celestials and good-aligned deities. He also loathes and opposes the demonic forces of the Abyss-their existence is a challenge to his mastery of evil

The Servants of Asmodeus

Technically, all devils are the servants of Asmodeus. Nevertheless, he has some elite creatures that he utilizes. Six powerful hamarula mortal hunters called the Spark Hunters serve as his elite agents on the Material Plane.

Glasya is the daughter of Asmodeus and Bensozia, who was killed by Levistus (hence his icy imprisonment). For a long while, Glasya spent her days as the consort of Mammon, but that was mostly just to stir up trouble for various archdevils, including her father, when it struck her fancy. Now she serves in her father's court, but she is dissatisfied and bored with her fate. She is about 9 feet tall, appearing to be a beautiful human woman with bat wings and long black hair. She has coppery-colored skin, tiny horns on her head, and a forked tail.

Martinet serves as the constable of Asmodeus, managing many of his affairs, particularly interaction with other devils. As such, when two powerful denizens of hell go to war, it is up to Martinet to put a stop to it if hell's master does not wish the war to continue. While Martinet is not as powerful as most archdevils, the fact that he is the mouth, eyes, and ears of Asmodeus earns him far more respect than he would otherwise be due. The threats and tirades of others never impress him, and he always has a cutting retort.

Spark Hunters (6): Advanced hamatula Rgr 1/Mortal Hunter 10; CR 22; Large outsider (evil, lawful), HD 21d8+84 plus 1d10+4 plus 10d+40; hp 287; Init +0; Spd 30 ft.; AC 31, touch 11, flat-footed 31; Atk +32 melee (2d8+7, 2 claws); Face/Reach 5 ft. by 5 ft./10 ft.; SA fear aura, impale 3d6+10, improved grab, mortalbane shout, slay mortal, smite mortals 1/day, spell-like abilities; SQ baatezu traits, claws of the overfiend, detect mortals, DR 10/+1, favored enemy (humans +l), mortal hunting +4, mortal skin (any), outsider traits, spurn mortal magic, SR 27, summon baatezu; AL LE; SV Fort +22, Ref+18, Will +20; Str 25, Dex 10, Con 18, Int 13, Wis 14, Cha 16.

Skills and Feats: Climb +23, Concentration +28, Diplomacy +7, Hide +30, Listen +38, Move Silently +24, Search +34, Sense Motive +36, Spot +38; Alertness, Cleave, Combat Casting, Disciple of Darkness, Expertise, Improved Disarm, Mortalbane, Power Attack, Quicken Spell-Like Ability, Track.

Fear (Su): A creature hit by a spark hunter must succeed at a Will save (DC 23) or be affected as the fear spell (caster level 9th). Whether or not the save is successful, that creature cannot be affected again by that spark hunter's fear ability for 24 hours.

Impale (Ex): A spark hunter deals 3d8+10 points of damage to a grabbed opponent with a successful grapple check.

Improved Grab (Ex): If a spark hunter hits a Medium-size or smaller opponent with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32).

If it hits with the claw, it can also impale in the same round. The spark hunter has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the spark hunter is not considered grappled). In cither case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Mortalbane Shout (Su): A spark hunter can, once per day, loose a shout that stuns all mortals within 50 feet for 1 round (Fort DC 23 negates).

Slay Mortal (Su): Once per day, by touch, a spark hunter can force a mortal to succeed at a Fortitude saving throw (DC 23) or die instantly.

Smite Mortals (Su): Once a day, a spark hunter may attempt to smite mortals with one normal melee attack, adding a +2 bonus on its attack roll and deals +20 points of damage. If the spark hunter accidentally smites a creature that is not a mortal, the smite has no effect but it is still used up for that day.

Spell-Like Abilities: At will-animate dead, charm person, desecrate, doom, hold person, major image, produce flame, pyrotechnics, suggestion, teleport without error; 1/day-order's wrath or unholy blight. Caster level 9th; save DC 13 + spell level

Baatezu Traits: A spark hunter can communicate telepathically with any creature within 100 feet that has a language. In addition, it can see perfectly in darkness of any kind, even that created by a deeper darkness spell. A spark hunter is immune to fire and poison, and it has acid resistance 20 and cold resistance 20.

Claws of the Overfiend (Ex): A spark hunter's claw attack deals 2d8+7 points of damage.

Detect Mortals (Su): At will, a spark hunter can use detect mortals. This ability duplicates the effect of the spell detect undead, except that mortals are detected

Favored Enemy/Mortal Hunting (Ex): These spark hunters gain a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against mortals and +5 when using them against humans specifically. Likewise, they get the same bonus on weapon damage rolls against creatures of these types, A spark hunter also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the spark hunter cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.

Mortal Skin (Su): By magically grafting bits of mortal flesh to its own body, a spark hunter gains the ability to adopt any mortal form as though using polymorph self. If the flesh used is from the exact individual being imitated, the duration is permanent. If the flesh is from a being of the same type as the form adopted, the duration is 1 hour. If the flesh is not the same type as the form adopted, the duration is 10 minutes. Otherwise, this ability works as the polymorph self spell, and a spark hunter can call upon it once per day. A spark hunter can return to its normal form with a standard action.

Outsider Traits: A spark hunter cannot be raised or resurrected.

Spurn Mortal Magic (Su): A spark hunter gains a +2 bonus on all saving throws against effects and spells used by mortals.

Summon Baatezu (Sp): Once per day a spark hunter can attempt to summon 2d10 lemures with a 50% chance of success or 1 hamatula with a 35% chance of success,

Spells Known (3/3/3/1; save DC 13 + spell level):

1st- cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze;

2nd-detect thoughts, evil eye, hold person, magic circle against good, see invisible, web, wither limb;

3rd-flesh ripper, minor sending, nondetection, scrying, suggestion, vile lance, wrack:

4th-arcane eye, call dretch horde, locale creature, morality undone phantasmal killer, resonating resistance.

Possessions: bracers оf armor+6, ring of protection +2, collar of virulent venom (affects claws and impaling spikes), flesh ring of scorn, scroll of resonating resistance.

Glasya: Female unique devil; CR18; Large outsider (evil, lawful); HD 18d8+90; hp 171; Init +14; Spd 40 ft., fly 60 ft. (average); AC 34, touch 19, liar-footed 24; Atk +26/+26/+21/ +16/+11 melee (ld6+9 plus devil blood poison/19-20, +3 speed short sword): Face/Reach 5 ft. by 5 ft./10 ft, SA spell-like abilities; SQ baatezu traits, DR 30/+3, outsider traits, regeneration 5, SR 28, summon baatezu; AL LE; SV Fort +16,

Ref+21, Will +t6; Str 23, Dex 30, Con 21, Int 20, Wis 20, Cha 26.

Skills and Feats: Bluff+29, Concentration +25, Diplomacy +30, Disguise +28, Hide +27, Innuendo +25, Intimidate +20, Intuit Direction +15, Knowledge (arcana) +15, Knowledge (nobility and royalty) +15, Knowledge (religion) + 13, Knowledge (the planes) +9, Listen +17, Move Silently +30, Search +15, Spellcraft +18, Spot +14; Alertness, Boost Spell-Like Ability, Dodge, Expertise, Improved Initiative.

Spell-Like Abilities: At will-animate dead, blasphemy, charm monster, create undead, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, magic circle against good, major image, product flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), true seeing, unholy aura, unhallow, wall of fire; 1/day-finger of death, limited wish, symbol (any). Caster level 20th; save DC 18 + spell level.

Baatezu Traits: Glasya can communicate telepathically with any creature within 100 feet that has a language. In addition, she can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Glasya is immune to fire and poison, and she has acid resistance 20 and cold resistance 20.

Outsider Traits: Clasya cannot be raised or resurrected.

Regeneration (Ex): Glasya takes normal damage from holy and blessed weapons of at least +3 enhancement.

Summon Baatezu (Sp): Three times per day, Glasya can automatically summon 1d4 erinyes, or she can attempt to summon 1pit fiend (75% chance of success).

Possessions: +3 speed short sword coated with devil blood.

Martinet: Male unique devil; CR 13; Large outsider (evil, lawful); HD 16d8+80; hp 152; Init +9; Spd 40 ft., fly 60 ft. (average); AC 29, touch 14, flat-footed 24; Atk +25/+20/ +15/+10 melee (ld6+13, +3 quaterstaff of paralysis); Face/Reach 5 ft. by 5 ft./10 ft.; SA spell-like abilities; SQ, baatezu qualities, DR 30/+3, outsider traits, regeneration 5, SR 24, summon creatures; AL LE; SV Fort +15, Ref +15, Will +17; Str 24, Dex 20, Con 20, Int 19, Wis 20, Cha 23.

Skills and Feats: Bluff+25, Concentration +15, Diplomacy +29, Gather Information +12, Hide +1, Innuendo +26, Intimidate +8, Knowledge (arcana) +12, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nobility and royalty) +23, Knowledge (the planes) +13, Listen +15, Search +9, Sense Motive +24, Spellcraft +19, Spot +19; Dark Speech, Dodge, Expertise, Improved Initiative, Iron Will.

Spell-Like Abilities: At will-animate dead, blasphemy, charm monster, create undead, desecrate, detect good, detect magic, dispel magic discern location, hold person, improved invisibility magic circle against good, major image, produce flame, polymorph self; pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), true seeing unholy aura, unhallow, 1/day-feeblemind, limited wish. Caster level 17th; save DC 16 + spell level

Baatezu Traits: Martinet can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Martinet is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.

Outsider Traits: Martinet cannot be raised or resurrected,

Regeneration (Ex): Martinet takes normal damage from holy and blessed weapons of at least +3 enhancement.

Summon Creatures (Sp): Once per round Martinet can automatically summon a lawful evil fire mephit or an imp (which he uses for messengers). Once per day, he can attempt to summon l pit fiend (55% chance of success).

Possessions: +3 quarterstaff of paralysis (touch confers hold person; Will DC 13 negates).