Aspect of Asmodeus (CR 27)

Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Lawful Evil
Initiative: +9(+5 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +46, and Spot +46
Languages: 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
Hit Dice: 32d8+288 (432 hp); DR: 20/epic and good
Fort +27, Ref +23, Will +29
Speed: 40 ft. and Fly 120 ft. (perfect)
Space: 10 ft.; Reach 10 ft.
Base Attack +32; Grapple +50
Attack: Melee: Ruby Rod +51/+46/+41/+36 (2d6+27 plus 3d8+15 negative energy [plus 2d6 against good-aligned creatures])
Special Attacks/Actions: chill gaze, Dark Speech, fear and weakness gaze, summon baatezu
Attack Options: Combat Expertise, Combat Reflexes, Empower Spell-Like Ability (hellfire storm), Quicken Spell-Like Ability (hellfire), Violate Spell-Like Ability
Abilities: Str 38, Dex 21, Con 28, Int 28, Wis 32, Cha 30
Special Abilities: aura of submission (20 ft., DC 36), chill gaze, fear and weakness gaze, spell-like abilities, summon baatezu
Special Qualities: regeneration 13; Immune: fire, poison; Resist: acid 10, cold 10; SR 40
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: 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 aboveground natural environments, on other planes, and or to follow tracks)
Advancement:
Climate/Terrain: Nessus (9th Layer of Baator)
Organization:
Treasure:

Source: Fiendish Codex II

An aspect of Asmodeus's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Possessions: The aspect's Ruby Rod acts as a +1 morningstar that additionally bestows an inflict light wounds effect on any creature it touches (caster level 10th, Will DC 19 half). An aspect can use the rod to make a normal melee attack or a melee touch attack (in which case it bestows the inflict light wounds effect but does not deal damage otherwise).

Baatezu Subtype

Many devils belong to the race of evil outsiders known as the baatezu.

Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).

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.

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: 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.

Baatezu Subtype

Many devils belong to the race of evil outsiders known as the baatezu.

Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).