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Old 01-23-2002, 08:18 AM   #1
Memnoch
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Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
Not quite BG2, but anyway. Each day (or few days) I'll be posting a bigtime baddie from the Lower Planes on this thread. I'm talking serious bigtime baddies - Princes of the Abyss, Grand Dukes of Hell (Baator), Lords of Hades, that kind of bigtime.

These 3rd Ed stats come courtesy of www.creaturecatalog.com.

Let's start off with the biggest Kahuna - the Lord Below, the Lord of the Nine, Archdevil among Archdevils - Asmodeus, Overlord of Hell. Asmodeus is rated as a Greater Power in Faerun - putting him on par with gods such as Bane and Cyric. They don't come tougher than this guy. [img]graemlins/firedevil.gif[/img]


ASMODEUS (Arch-Devil)

Large Outsider (Evil, Lawful)
Hit Dice: 66d8+858 (1155 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 40 ft, fly 60 ft (good)
AC: 43 (-1 size, +7 Dex, +27 natural)
Attacks: Ruby Rod +86/+81/+76/+71/+66/+61 melee; or slam +81melee
Damage: Ruby Rod 1d10+21 and serious wounds; or slam 1d6+16
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities, spells, psionics, gaze attacks,
Ruby Rod of Asmodeus, summon devils
Special Qualities: Damage reduction 40/+4, SR 33, regeneration 30, devil qualities, see in darkness, telepathy
Saves: Fort +48, Ref +42, Will +47
Abilities: Str 42, Dex 24, Con 36, Int 34, Wis 34, Cha 42
Skills: Bluff +82, Concentration +79, Diplomacy +82, Disguise +82, Gather Information +82, Heal +78, Jump +82, Knowledge (arcana) +78, Knowledge (Hell’s politics) +78, Knowledge (history) +78, Knowledge (nobility) +78, Knowledge (planes) +78, Knowledge (religion) +78, Listen +78, Move Silently +73, Search +78, Sense Motive +78, Scry +78, Spellcraft +78, Spot +78
Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Extend Spell, Expertise, Great Cleave, Improved Disarm, Improved Initiative, Improved Trip, Maximize Spell, Mobility, Power Attack, Silent Spell, Sunder
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (2-5 pit fiends)
Challenge Rating: 44
Treasure: Double standard
Alignment: Always lawful evil
Advancement: —

Asmodeus, the Overlord of Hell, rules the dukes and arch-devils by might and wit. Of all the arch-devils he is the most cunning and artful. His mighty palace, the citadel Malsheem, rests upon the floor of the lowest rift in Nessus, Hell’s ninth, and bottommost plane.

Nessus is the deepest pit of Baator, a plain shattered by rifts deeper than the deepest ocean trench. It's unmapped and undescribed, which suits the Lord Below just fine. The citadel stands on the shore of a lake of fluid ice that feeds the River Lethe. This layer is a land of extremes - the coldest freezes, the hottest fires, the steepest cliffs.

Asmodeus appears as a very handsome human standing about 13 feet tall. His hair is black, as is his goatee; his eyes burn red. Small horns jut from his forehead.

COMBAT

Asmodeus will attack first using his gaze weapon, then his spells and spell-like abilities, followed up by his Ruby Rod. If things go against him (not likely) or he becomes bored with combat, he will summon other devils to finish the combat, while he attends to business elsewhere.

Spell-Like Abilities: At will—animate dead, blasphemy, charm person, comprehend languages, daylight, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold person, hold monster, ice storm, improved invisibility, magic circle against good, major image, mass charm, polymorph self, produce flame, pyrotechnics, raise dead, dead magic, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, wall of fire, wall of ice, and wish; 1/day—greater restoration, meteor swarm (any), shapechange and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 26 + spell level).

Spells: Asmodeus casts arcane spells as a 20th-level sorcerer (save DC 26 + spell level) and divine spells as a 20th-level cleric (save DC 23 + spell level). He has access to the domains of Evil, Knowledge, Law, and Strength.
Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 26 + spell level).
Gaze Attacks (Su): Asmodeus has three different gaze weapons. He may use one each round. Each gaze weapon has a range of 30 feet and functions as a spell cast by a 20th-level sorcerer. The save DC for each gaze attack is 59.
Chill: This functions as the slow spell, Will negates.
Fear: This functions as the fear spell, Will negates.
Fear and Weakness: This causes an opponent to be affected by a fear spell and a ray of enfeeblement, Fortitude negates.
Ruby Rod of Asmodeus: Asmodeus carries a glowing ruby rod that has the following powers.
?? Acts as a rod of absorption (Rods, rod of absorption, page 196 in the DMG).
?? Functions as a +5 greatclub.
?? Any creature touched is affected as if by inflict serious wounds as cast by a 20th-level cleric (3d8+15 points of damage).
?? Once per round, it may fire a ray of acid (24d4 points of acid damage), frost (12d6 points of cold damage), or lightning (24d8 points of electrical damage) to a range of 60 feet; Reflex save (DC 20) for half. Each may be used a total of three times per day.
Summon Devils (Sp): Three times per day Asmodeus can automatically summon 1d2 cornugons or gelugons, or 1d4 pit fiends.
Regeneration (Ex): Asmodeus takes normal damage from holy and blessed weapons of at least +4 enchantment.
Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.
See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Asmodeus can communicate telepathically with any creature within 100 feet that has a language.

Asmodeus first appeared in the 1e MM (Gary Gygax, 1977).


[ 01-25-2002: Message edited by: Memnoch ]

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