Asmodeus, Lord of the Ninth (CR 32)
AC: 49 (-1 size, +6 Dex, +9 insight, +25 natural), touch 24, flat-footed 43
Hit Dice: 35d8+350 (507 hp); DR: 20/good and magic
Fort +29, Ref +25, Will +31
Speed: 40 ft., fly 120 ft. (perfect)
Space: 5 ft./10 ft.
Base Attack +35; Grapple +36
Attack: Ruby Rod of Asmodeus (+6 unholy greatclub) +55 melee
Full Attack: Ruby Rod of Asmodeus (+6 unholy greatclub) +55/+50/+45/+40 melee
Damage: Ruby Rod of Asmodeus (+6 unholy greatclub) 1d8+28 plus 4d8+20 inflict critical wounds
Special Attacks/Actions: Chill gaze, demand submission, fear and weakness gaze, spell-like abilities, spells
Abilities: Str 40, Dex 23, Con 30, Int 30, Wis 34, Cha 30
Special Qualities: Baatezu traits, outsider traits, regeneration 15, SR 45, summon baatezu
Feats: Combat Reflexes; Craft Rod; Dark Speech; Combat Expertise; Improved Initiative; Maximize Spell-Like Ability; Power Attack; Spell Penetration; Violate Spell-Like Ability
Skills: Appraise +26, Bluff +45, Concentration +45, Craft (alchemy) +45, Diplomacy +53, Disguise +45, Gather Information +45, Hide +19, Intimidate +49, Knowledge (arcana) +45, Knowledge (nature) +18, Knowledge (religion) +26, Knowledge (the planes) +45, Listen +47, Move Silently +23, Search +45, Sense Motive +47, Spellcraft +45, and Spot +47
Climate/Terrain: Any land and underground
Treasure/Possessions: Quadruple standard
Book of Vile Darkness
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 a 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, devils 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, mark 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, earthquake, 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 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. Asmodeus is immune to fire and poison, and be 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 greatclub that bestows an inflict critical wounds spell (caster level 20th) upon anyone it touches. See the artifacts section of Chapter 6 of the Book of Vile Darkness for a description of the Ruby Rod's other powers.
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).
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).