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)
Climate/Terrain: Nessus (9th Layer of Baator)
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).
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).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
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 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.
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).