5e: Avatars of the Gods — Asmodeus, God of Sin

In our version of the realms, Asmodeus claimed the porfolio of sin by force, becoming a god. Rather unfortunately for him, in his rare lapse of attention spared for the mortal world, events were unfolding which would undo the archdevil’s grand plan in the very moment of his victory.

On the face of Toril the schemes of the lich Beliogalir were leading toward a ritual which, if enacted, would drain all the power from the gods, killing them in the process, and use that power to heal the planar riftstorms that were ravaging the world and to create Beliogalir’s idea of a perfect Toril—a Toril beholden to no gods.

This ritual was interrupted, and cast imperfect. The riftstorms were ended, but the gods were not slain. Instead, enough power was taken from each of them to make them mortal, forcing them to walk the world in their avatar forms. So began our version of the Realms’ own take on the Time of Troubles.  

Just as he attained the power he had sought above all else, Asmodeus was made mortal with all the rest of the pantheon. Ironically, he was hardly stronger than he had ever been while reigning over the Nine Hells, and without his diabolic hosts at his beck and call. In his absence the Archdukes of Hell set to bickering and warring over who would replace him, and the entire hierarchy shook. Not one would lift a finger to help. Indeed, in his vulnerable state, devils were far more likely to seek him out to slay him than they were to offer aid.

Naturally, Asmodeus has spent the time since seeking a solution to the problem facing the gods. Or just him, if at all possible. Yet in the middle of that, he has taken the time to travel to Osse. Why? Perhaps because, at this most inopportune time for him, an old collaborator has called in a very ancient favour. Or part payment of it, at least…

Medium divinity (avatar), lawful evil

Armor Class

22 (fiendish blessing)

Hit Points

864 (64d20 + 192)


60 ft.

16 20 16 24 20 24

Saving Throws

Str +12, Dex +14, Con +12, Int +16, Wis +14, Cha +16 


Str-based +12, Dex-based +14, Con-based +12, Int-based +16, Wis-based  +14, Cha-based +16

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison, psychic

Condition Immunities

charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned


true sight within line of sight, tremorsense 120 ft.


All, telepathy within line of sight.


33 (215,000 XP)

Aura of Submission.

Any creature within 20 feet of Asmodeus at the end of their turn must succeed on DC 24 Will saving throw or be affected as though by the command spell. Asmodeus chooses the command word the target must obey.

Fiendish Blessing.

Asmodeus’ AC includes his Charisma bonus.

Freedom of Movement.

Asmodeus ignores difficult terrain, and magical effects can’t reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Godly Magic.

Asmodeus’ spellcasting ability is Charisma (Save DC 24). He can reproduce the effects of any spell, requiring no material components, but is limited by the number of spells he can cast per long rest:

At will: Any 5th-level or lower spell.
4/long rest: Any 6th-level spell.
3/long rest: Any 7th-level spell.
2/long rest: Any 8th-level spell.
1/long rest: Any 9th-level spell.

Godly Mastery.

Asmodeus adds his proficiency bonus to all ability checks.

Godly Resilience.

Asmodeus adds his proficiency bonus to all saving throws. He does not need to eat, drink, breathe, or sleep, but can do any of these if he wishes. Magic cannot put him to sleep, and he cannot be polymorphed or scried unless he wishes it. His maximum hit points cannot be reduced (such as by a wraith’s Life Drain ability).

Inhuman Speed.

Asmodeus may spend a bonus action to dash or disengage.

Legendary Resistance (3/long rest).

If Asmodeus fails a saving throw, he can choose to succeed instead.

Magical Mastery.

Asmodeus can concentrate on two spells at once. If he is concentrating only on one spell, he has advantage on concentration checks to maintain it. In addition, Asmodeus can freely change the damage type of a spell or cantrip he is casting. 

Silver-Tongued Devil.

Asmodeus has advantage on his Charisma-based spell attack rolls as well as any ability checks he makes pertaining to social interactions. When Asmodeus targets a creature with a spell that would give them the charmed or frightened condition, the target has disadvantage on their saving throw. 



Asmodeus makes five attacks with his ruby rod.

Ruby Rod.

Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 11 (1d8 +7) bludgeoning damage. The Ruby Rod adds Asmodeus’ charisma bonus to its attack and damage rolls instead of his strength bonus. It also ignores resistance to bludgeoning damage, and on a hit the target is also affected as though by an inflict wounds spell cast at 3rd-level, taking an additional 27 (5d10) necrotic damage.


Devious Desertion.

As a reaction after he is damaged, Asmodeus can teleport to any free space within 60 feet. If a creature is within reach of his new location, he can make a single attack against them with his ruby rod. 

Legendary Actions


Asmodeus makes an attack with his ruby rod or casts eldritch blast.


Asmodeus makes a Wisdom (Perception) check.


Amodeus teleports up to half his speed.

Godly Resistance (costs 3 legendary actions).

At the end of his third legendary action, Asmodeus regains one use of Legendary Resistance.