does anyone know the stats for Asmodeus and Mephistopheles? [Archive] - Wizards Community

Post/Author/DateTimePost
hellskitten

03-11-07, 04:12 PM
does anyone know the stats for Asmodeus and Mephistopheles?
cwslyclgh

03-11-07, 04:15 PM
Officialy
3.0 stats are found in The Book of Vile Darkness
3.5 stats might be found in Fiendish Codex Vol. 2 (I can't remeber if they are actually stated there, or if just thier aspects are statted there).
hellskitten

03-11-07, 04:25 PM
can u post the stats
cwslyclgh

03-11-07, 04:26 PM
no, they are copyrighted material, if you want the stats you need to buy one of the books that they are in.
hellskitten

03-11-07, 04:29 PM
ok sorry i didnt know that
420

03-11-07, 05:22 PM
Official 3.5 stats for their aspects can be found here: Fiendish Codex II Web Enhancement: Fiendish Aspects (http://www.wizards.com/default.asp?x=dnd/we/20070216a)

-420
General_Ridley

03-11-07, 06:25 PM
Official 3.5 stats for their aspects can be found here: Fiendish Codex II Web Enhancement: Fiendish Aspects (http://www.wizards.com/default.asp?x=dnd/we/20070216a)

-420

they're called Aspects in the book itself, too.

It references the BoVD as the source for the true stats.


My gut says to do that work myself, as the BoVD is worth trusting as much as the BoED is.
Kain Darkwind

03-11-07, 09:16 PM
they're called Aspects in the book itself, too.

It references the BoVD as the source for the true stats.


My gut says to do that work myself, as the BoVD is worth trusting as much as the BoED is.


That was discussed elsewhere, apparantly Rip and Shem feel that the statement did not suggest the BoVD as the source of the 'true stats'

As for the aspect/Aspect confusion, the 'Aspects' statted in the FC 2 are major aspects, only one of which can be maintained by the Lord at a time. They might be better referred to as 'avatars' of the Lords.

The aspects in the web enhancement are lower powered aspects similar to those presented in the Miniature's Handbook. Minor aspects are typically between CR 9-12 and much weaker than their sources.



To the Thread Starter: I created stats for Mephistopheles and Asmodeus myself, which I posted on Dicefreaks. Since the site is down, I'll repost them here. Keep in mind that they are completely unofficial.

Mephistopheles
Large Outsider (Devil, Evil, Extraplanar, Lawful)

Hit Dice: 52d8+624 (1040 hp)
Initiative: +16
Speed: 40 ft., fly 100 ft. (average)
AC: 73 (+13 deflection, +13 Dex, +10 insight, +28 natural, -1 size), touch 40, flat-footed 59
Base Attack/Grapple: +52/+70
Attack: Abandoned Hope +71 melee (2d6+27+3d6 (cold, electricity and fire) 19-20/x3 +9d6 (cold, electricity, and fire))
Full Attack: Abandoned Hope +71/+66/+61/+56 melee (2d6+27+3d6 (hellfire) 19-20/x3 +9d6 (hellfire))
Space/Reach: 10 ft. /10 ft. (15 ft. w/ ranseur)
Special Attacks: Call devils, Flames of Hell, spell-like abilities, spells
Special Qualities: Cosmic entity, damage reduction 40/epic, good and silver, darkvision, fast healing 40, immunity to fire, cold and poison, Infernal Archmage, regeneration 25, resistance to acid 30, see in darkness, spell resistance 52, telepathy 1000 ft.
Saves: Fort +40, Ref +44, Will +38
Abilities: Str 39, Dex 37, Con 34, Int 47, Wis 30, Cha 36
Skills: Appraise +73, Bluff +68, Concentration +67, Craft (Alchemy) +73, Diplomacy +80, Disguise +13 (+19 acting), Forgery +73, Gather Information +68, Hide +64, Intimidate +74, Knowledge (arcana) +73, Knowledge (history) +73, Knowledge (religion) +68, Knowledge (the planes) +73, Knowledge (five more) +73, Listen +65, Move Silently +68, Search +73, Sense Motive +65, Spellcraft +91, Spot +65, Survival +10 (+16 tracking, on other planes), Tumble +68
Feats: Dark Speech, Empower Spell, Energy Admixture (cold), Eschew Materials, Heighten Spell, Improved Counterspell, Malign Spell Focus, Maximize Spell, Quicken Spell, Persistent Spell, Piercing Cold, Repeat Spell, Scribe Scroll, Twin Spell, Violate Spell
Epic Feats: Enhance Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Improved Metamagic x4, Improved Spell Capacity x5, Intensify Spell, Multispell x3
Climate/Terrain: Cania, The Nine Hells
Organization: Solitary (unique)
Challenge Rating: 43
Treasure: Quadruple Standard
Alignment: Lawful Evil



Call Devils (Sp): 3/day, Mephistopheles may call 3 pit fiends, 6 gelugons or cornugons, or 9 of any lesser devils as a free action. These devils always appear with maximum hp.

Flames of Cania (Cs): Mephisto is constantly swathed in freezing cold unholy flames which deal 10d6 points of unholy damage and 10d6 points of cold damage to any within 10 feet of him. His touch also deals this damage. As a standard action, he may release his Flames of Cania in a 60 foot radius blast. This deals 20d6 points of unholy damage, 20d6 points of cold damage, and allows a reflex save DC 48 for half.

Infernal Archmage (Cs): Mephisto may prepare eight spells more than normal in each level of spells he can cast, in addition to his bonus spell slots due to a high Intelligence. Mephisto may make touch attacks at a range of 90 feet. Spells countered by him are reflected back upon their caster as if they had been turned as per spell turning. He may substitute any energy descriptor in any spell he casts as he is casting it. Mephisto does not need to prepare an action to counterspell, countering a spell is an immediate action for him, and he can counter three spells per round. Any spell Mephisto casts is considered corrupt if he so chooses. Spells by Mephisto cast with the Evil descriptor gain a +8 profane bonus to their DC.

Spells: Mephisto has access to spells and bonus feats as a 52nd level wizard. His spellbooks have access to all spells 1-9th level, and he has researched many epic spells as well.

Spells per day: 12/18/18/17/17/17/17/16/16/16/13/12/12/12/12 Caster level 52nd; DC 27+spell level. (35+spell level for evil spells)
Epic Spells per day: 13

Spell-like Abilities: Always active- detect chaos, detect good, detect magic, see invisibility; at will – animate dead, baleful polymorph, bestow greater curse, blasphemy, cone of cold, create greater undead, deeper darkness, delayed blast iceball, desecrate, dominate monster, flame strike, gaes/quest, greater dispel magic, greater invisibility, greater teleport, hellfire storm, ice storm, locate creature, locate object, magic circle against good, mass hold monster, persistent image, polar ray, polymorph, power word stun, restoration, resurrection, scrying, suggestion, symbol of death, symbol of pain, symbol of stunning, true seeing, unhallow, unholy aura, unholy blight, wall of fire, wall of ice; 3/day – iceberg*, frostfell*, stop heart, wish. Caster level 52nd, DC 23+spell level, 25+spell level for evil spells
*Found in Frostburn

Cosmic Entity (Cs): Mephisto is entitled to rank checks against deities and other cosmic entities. Mephisto has a +9 to rank checks. Cosmic entities are not subject to the +4 strata differential.

Regeneration (Ex): Mephistopheles takes normal damage from epic good aligned silver weapons, and from good aligned spells or effects.

Possessions: Mephistopheles wields Abandoned Hope, a +6 keen ranseur of cold, electricity and fire blasting. It heightens his hellfire storm spell like ability, causing it to be automatically widened and intensified. (60 points of diabolical fire damage over a 40-foot radius spread)

Abandoned Hope also functions as a combined staff of the Magi and staff of power.


Asmodeus
Large Outsider (Devil, Evil, Extraplanar, Lawful)
DvR: 11
Domains: Baator, Diabolic, Domination, Evil, Law

Hit Dice: 54d8 + 702 (1134 hp)
Initiative: +10
Speed: 90 ft., fly 270 ft. (perfect)
AC: 103 (+20 deflection, +10 Dex, +11 divine, +20 insight, +33 natural, -1 size), touch 70, flat-footed 93
Base Attack/Grapple: +54/+83
Attack: Ruby Rod +89 melee (2d6 + 23 /x3)
Full Attack: Ruby Rod +89/+84/+79/+74 melee (2d6 + 23 /x3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, demand submission, gaze attacks, spell-like abilities, spells
Special Qualities: Cosmic entity, damage reduction 40/greater epic, major good and silver, darkvision, fast healing 40, immunity to acid, fire and poison, regeneration 25, resistance to cold 30, see in darkness, spell resistance 78, telepathy 1000 ft.
Saves: Fort +53, Ref +50, Will +62
Abilities: Str 39, Dex 30, Con 36, Int 51, Wis 51, Cha 51
Skills: Appraise +88, Bluff +126, Concentration +81, Craft (Alchemy) +88, Diplomacy +106, Disguise +88 (+94 acting), Escape Artist +78, Forgery +88, Gather Information +94, Hide +74, Intimidate +94, Knowledge (arcana) +88, Knowledge (history) +88, Knowledge (local: Hell) +88, Knowledge (nature) +88, Knowledge (nobility) +88, Knowledge (religion) +88, Knowledge (the planes) +88, Listen +85, Move Silently +78, Search +88, Sense Motive +88, Spellcraft +125, Spot +88, Survival +88 (+94 tracking, above ground, on other planes), Use Magic Device +88
Feats: Corrupt Spell, Craft Rod, Dark Speech, Empower Spell, Heighten Spell, Quicken Spell, Spell Mastery, Violate Spell, Violate Spell-like Ability
Epic Feats: Enhance Spell, Epic Skill Focus (Bluff), Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Heighten Spell, Multispell x3, Spell Stowaway (wish)
Climate/Terrain: Nessus, The Nine Hells
Organization: Solitary (unique)
Challenge Rating: 66
Treasure: Quintuple Standard
Alignment: Lawful Evil


Cosmic Entity: Within Hell, Asmodeus receives a +9 bonus to rank checks. He is always treated as a greater god for purposes of divine rank checks while in Hell. As a divine and cosmic being, Asmodeus does not suffer from the -4 strata differential when it is not in his favor.

Divine Abilities:
Alter Reality: Asmodeus can use a more potent form of the wish in regards to his portfolio. This ability takes a standard action to implement and does not cost Asmodeus any XP.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment. (As a cosmic entity, Asmodeus is not immune to banishment)
Salient Divine Abilities: Arcane Mastery, Automatic Metamagic (Corrupt Spell), Automatic Metamagic (Quicken Spell), Automatic Metamagic (Violate Spell), Craft Artifact, Divine Blast (23/day; 31d12), Divine Shield (16/day; 110 points), Divine Skill Focus (Bluff), Divine Skill Focus (Spellcraft), Divine Spellcasting, Instant Counterspell, Know Secrets, Lay Curse, Spontaneous Wizard Spells

As an intermediate deity, Asmodeus does not automatically fail saves or miss attacks on a natural 1. He is immortal.
Senses: Asmodeus can see (using normal vision or darkvision), hear, touch, and smell at a distance of eleven miles. As a standard action, he can perceive anything within eleven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities with a successful rank check at up to two remote locations at once for 11 hours.
Create Magic Items: Asmodeus can create any kind of magic item that dominates, deceives, or crushes the will of others.


Call Devils (Sp): At will as a standard action Asmodeus may call 1 Duke of Hell, 3 pit fiends, or 9 of any lesser devils. 9/day he may call an archdevil. 1/week, he may call all eight of the Lords of the Nine. Normal devils called by Asmodeus possess triple standard hit dice (max 37) and maximum hit points.

Demand Submission (Cs): 1/round as a standard action, Asmodeus can force up to nine creatures who can hear and understand his voice to attempt a Will saving throw (DC 68). On a failure, the creatures submit to the ruler of Hell for 10d10 days, doing everything he asks as if his words were a suggestion that they cannot resist. Once a creature successfully saves against this ability, he gains a +9 bonus to all further saves against it.

Gaze of Hell (Cs): Asmodeus has two different gaze attacks, although he can only use one at a time. He can switch between the two as a free action.

Chill Gaze: This has a range of 90 feet and acts as a slow spell that imposes a -9 penalty on all attack, damage, saving throws, ability checks and skill checks for 24 hours. Will save DC 68 negates.

Fear and Weakness Gaze: This has a range of 180 feet and acts as both a fear spell and deals 1d8 points of strength damage per round to creatures. Will save DC 68 negates.

Promotion (Ex): Asmodeus can promote lesser devils into greater forms at will. If the devil in question does not possess the proper HD for its new form, Asmodeus receives a number of negative levels equal to the difference. Asmodeus does not need to make a Fortitude save against permanent level loss. Instead, his negative levels are removed at the rate of one per hour. Asmodeus can also promote a devil to Duke or Archdevil status, granting them the appropriate template.

Spells: Asmodeus has access to spells as a 54th level cleric and wizard, with the domains of Baator, Diabolic, Domination, Evil, and Law. He may also make use of the granted powers for his domains.

Cleric spells per day: 6/11/11/11/11/10/9/9/9/8/4/4/4/3/3/3/3/2/2/2/2. Caster level 54th (55th for Evil or Law spells) DC 31+spell level
Wizard spells per day: 4/9/9/9/9/8/8/8/8/7/4/4/4/3/3/3/3/2/2/2/2. Caster level 54th. DC 31+spell level

Epic Spells per day: 5 arcane, 5 divine.

Granted powers: Asmodeus gains a +1 caster level bonus on spells with the Evil or Law descriptors. 11/day, he may gain a +54 bonus on a Bluff, Diplomacy, Intimidate or Sense Motive check. He gains Spell Focus (enchantment) as a bonus feat. (superseded by Divine Spellcasting SDA)

Spell-like Abilities: Always active - detect chaos, detect good, detect magic, discern lies, true seeing; At will -animate dead, bane, blasphemy, calm emotions, create undead, demand, deeper darkness, desecrate, detect thoughts, devil's ego*, devil's eye*, devil's tail*, dictum, disguise self, dispel chaos, dispel good, enthrall, gate, geas/quest, greater command, greater dispel magic, greater teleport, hellfire storm*, hold monster, imprisonment, lesser planar binding, magic circle against chaos, magic circle against good, mass fox's cunning, mass suggestion, monstrous thrall**, order's wrath, planeshift (disabled), protection from chaos, protection from good, repulsion, shield of law, soul bind, spell turning, summon monster IX (lawful or evil creatures only), unhallow, unholy aura, unholy blight. Caster level 54th; DC 42+spell level
*Book of Vile Darkness
**Spell Compendium

Regeneration (Ex): Asmodeus takes normal damage from epic good aligned silver weapons, and from good aligned spells or effects of 5th level or higher.

Possessions: Asmodeus holds the Ruby Rod, a major artifact. This functions as a +9 heavy mace of unholy and lawful power. It has a critical of x3, and affects those who are touch it against Asmodeus’ will as harm. (Will save DC 50 for half, caster level 40th) Asmodeus may make use of the powers at will unless otherwise stated. Other wielders may make use of the special abilities 1/day.

Absorption: The Ruby Rod can be used as a rod of absorption, capable of absorbing up to 9 spell levels per round.

Armor of Malsheem: When this ability is activated (a full round action), the wielder’s damage reduction, fast healing, and regeneration are doubled for the next 9 rounds (if the wielder does not possess one or more of these boons, he receives a DR of 9/ - , fast healing 9, and regeneration (good and silver) 9). When in Asmodeus’ hands, the Rod also doubles the hit points of his divine shields for the duration. Asmodeus can only use this ability thrice per day.

Bolt of Lightning: 180 foot long, 10 foot wide line; deals 30d6 points of corrupted, violated electricity damage (Reflex DC 50 for half). Failure on the save knocks a victim prone; furthermore, failure by 10 points or more throws a victim back 10 feet plus 10 more feet for every additional 10 points of damage taken. If this effect causes the victim to strike a solid object (like a wall), the victim suffers 1d6 points of damage for every 10 feet they travel before striking. A victim must also make a Fortitude save DC 50 or become paralyzed for 9 rounds. Anyone taking any electrical damage from this attack becomes charged with static electricity for the next 9 rounds and deals 15d6 points of electricity damage whenever they come within 5 feet of or touch another being.

Cone of Frost: 90 foot long cone; deals 30d6 points of corrupted, violated cold damage (Reflex DC 50 for half). Those struck must also make a Fortitude save DC 50. On a successful save, victims are slowed for 9 rounds. On a failure, victims are stuck in place as though by hold monster for 9 rounds. If they fail the Fortitude save by 10 points or more, they are frozen into ice and rendered helpless for up to 9 days (a miracle or wish can thaw victims out). If they take 50 points of damage or more from any one attack while in this state, victims shatter into pieces and die.

Jet of Acid: 360 foot long, 5 foot wide line; deals 30d6 points of corrupted, violated acid damage (Reflex DC 50 for half). The acid eats away at the flesh, dealing 1d6 points of Constitution damage (Fortitude DC 50 for half) immediately and an additional 1d6 points at the beginning of each of the next nine rounds. A heal, miracle, or wish spell can stop the continuing Constitution damage. Resistance or immunity to acid is only effective against 1/2 of the Constitution damage.

Tyrant Triumphant: Activating this ability causes pulsing, red and black waves to emanate from the Rod in a 90 foot radius. The area within 90 feet of the Rod is surrounded by a wall of anti-magic. The wall is razor thin, but prevents spells or supernatural abilities originating from within the area from affecting those without and vice versa, similar to the lesser layers of a prismatic wall. All save the wielder within the area are affected as if by disjunction, blasphemy, dictum, and repulsion in that order during the round that the effect begins (caster level 80th, DC 68 where applicable). A nearly impenetrable shield is erected around the wielder, and remains for 3 rounds. Each round the barrage of spells repeats within a 90 foot radius of the Rod.

The shield surrounding the wielder is immune to all forms of attack save those with the good or chaotic descriptor. The shield has 999 hit points. Even from those forms of attack against which it is vulnerable, the shield ignores the first 90 points of damage per round. Good or chaotic aligned spells which do not normally deal damage deal 1d10 points of damage per spell level to the shield.

During the first round, the Rod’s wielder is purged of all unwanted effects, including but not limited to, disease, poison, enchantments, curses, debilitations, and death. In the second round, the wielder is healed to full hit points. By the third round, the wielder regains spells, spell-like abilities, and any other limited-use abilities innate to his nature (not granted by an item) as if he had rested for a day. Tyrant Triumphant will automatically activate once per day should its wielder perish. Asmodeus can only use this ability thrice per day.

Asmodeus has access to near limitless wealth in magical items. As such, he can be expected to have any magic item in the DMG or any other source book with a value of less than 1 million gold pieces.

In short, Asmodeus can kick your ass.
420

03-11-07, 09:29 PM
Also, Mephistopheles appears in the Neverwinter Nights computer game (Hordes of the Underdark expansion). Since it's an official WoTC product it can be considered canon. If you want I can crack open the toolset and post his stats here.

-420
Kain Darkwind

03-11-07, 10:21 PM
they're called Aspects in the book itself, too.

It references the BoVD as the source for the true stats.


My gut says to do that work myself, as the BoVD is worth trusting as much as the BoED is.


That was discussed elsewhere, apparantly Rip and Shem feel that the statement did not suggest the BoVD as the source of the 'true stats'

As for the aspect/Aspect confusion, the 'Aspects' statted in the FC 2 are major aspects, only one of which can be maintained by the Lord at a time. They might be better referred to as 'avatars' of the Lords.

The aspects in the web enhancement are lower powered aspects similar to those presented in the Miniature's Handbook. Minor aspects are typically between CR 9-12 and much weaker than their sources.



To the Thread Starter: I created stats for Mephistopheles and Asmodeus myself, which I posted on Dicefreaks. Since the site is down, I'll repost them here. Keep in mind that they are completely unofficial.

Mephistopheles
Large Outsider (Devil, Evil, Extraplanar, Lawful)

Hit Dice: 52d8+624 (1040 hp)
Initiative: +16
Speed: 40 ft., fly 100 ft. (average)
AC: 73 (+13 deflection, +13 Dex, +10 insight, +28 natural, -1 size), touch 40, flat-footed 59
Base Attack/Grapple: +52/+70
Attack: Abandoned Hope +71 melee (2d6+27+3d6 (cold, electricity and fire) 19-20/x3 +9d6 (cold, electricity, and fire))
Full Attack: Abandoned Hope +71/+66/+61/+56 melee (2d6+27+3d6 (hellfire) 19-20/x3 +9d6 (hellfire))
Space/Reach: 10 ft. /10 ft. (15 ft. w/ ranseur)
Special Attacks: Call devils, Flames of Hell, spell-like abilities, spells
Special Qualities: Cosmic entity, damage reduction 40/epic, good and silver, darkvision, fast healing 40, immunity to fire, cold and poison, Infernal Archmage, regeneration 25, resistance to acid 30, see in darkness, spell resistance 52, telepathy 1000 ft.
Saves: Fort +40, Ref +44, Will +38
Abilities: Str 39, Dex 37, Con 34, Int 47, Wis 30, Cha 36
Skills: Appraise +73, Bluff +68, Concentration +67, Craft (Alchemy) +73, Diplomacy +80, Disguise +13 (+19 acting), Forgery +73, Gather Information +68, Hide +64, Intimidate +74, Knowledge (arcana) +73, Knowledge (history) +73, Knowledge (religion) +68, Knowledge (the planes) +73, Knowledge (five more) +73, Listen +65, Move Silently +68, Search +73, Sense Motive +65, Spellcraft +91, Spot +65, Survival +10 (+16 tracking, on other planes), Tumble +68
Feats: Dark Speech, Empower Spell, Energy Admixture (cold), Eschew Materials, Heighten Spell, Improved Counterspell, Malign Spell Focus, Maximize Spell, Quicken Spell, Persistent Spell, Piercing Cold, Repeat Spell, Scribe Scroll, Twin Spell, Violate Spell
Epic Feats: Enhance Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Improved Metamagic x4, Improved Spell Capacity x5, Intensify Spell, Multispell x3
Climate/Terrain: Cania, The Nine Hells
Organization: Solitary (unique)
Challenge Rating: 43
Treasure: Quadruple Standard
Alignment: Lawful Evil



Call Devils (Sp): 3/day, Mephistopheles may call 3 pit fiends, 6 gelugons or cornugons, or 9 of any lesser devils as a free action. These devils always appear with maximum hp.

Flames of Cania (Cs): Mephisto is constantly swathed in freezing cold unholy flames which deal 10d6 points of unholy damage and 10d6 points of cold damage to any within 10 feet of him. His touch also deals this damage. As a standard action, he may release his Flames of Cania in a 60 foot radius blast. This deals 20d6 points of unholy damage, 20d6 points of cold damage, and allows a reflex save DC 48 for half.

Infernal Archmage (Cs): Mephisto may prepare eight spells more than normal in each level of spells he can cast, in addition to his bonus spell slots due to a high Intelligence. Mephisto may make touch attacks at a range of 90 feet. Spells countered by him are reflected back upon their caster as if they had been turned as per spell turning. He may substitute any energy descriptor in any spell he casts as he is casting it. Mephisto does not need to prepare an action to counterspell, countering a spell is an immediate action for him, and he can counter three spells per round. Any spell Mephisto casts is considered corrupt if he so chooses. Spells by Mephisto cast with the Evil descriptor gain a +8 profane bonus to their DC.

Spells: Mephisto has access to spells and bonus feats as a 52nd level wizard. His spellbooks have access to all spells 1-9th level, and he has researched many epic spells as well.

Spells per day: 12/18/18/17/17/17/17/16/16/16/13/12/12/12/12 Caster level 52nd; DC 27+spell level. (35+spell level for evil spells)
Epic Spells per day: 13

Spell-like Abilities: Always active- detect chaos, detect good, detect magic, see invisibility; at will – animate dead, baleful polymorph, bestow greater curse, blasphemy, cone of cold, create greater undead, deeper darkness, delayed blast iceball, desecrate, dominate monster, flame strike, gaes/quest, greater dispel magic, greater invisibility, greater teleport, hellfire storm, ice storm, locate creature, locate object, magic circle against good, mass hold monster, persistent image, polar ray, polymorph, power word stun, restoration, resurrection, scrying, suggestion, symbol of death, symbol of pain, symbol of stunning, true seeing, unhallow, unholy aura, unholy blight, wall of fire, wall of ice; 3/day – iceberg*, frostfell*, stop heart, wish. Caster level 52nd, DC 23+spell level, 25+spell level for evil spells
*Found in Frostburn

Cosmic Entity (Cs): Mephisto is entitled to rank checks against deities and other cosmic entities. Mephisto has a +9 to rank checks. Cosmic entities are not subject to the +4 strata differential.

Regeneration (Ex): Mephistopheles takes normal damage from epic good aligned silver weapons, and from good aligned spells or effects.

Possessions: Mephistopheles wields Abandoned Hope, a +6 keen ranseur of cold, electricity and fire blasting. It heightens his hellfire storm spell like ability, causing it to be automatically widened and intensified. (60 points of diabolical fire damage over a 40-foot radius spread)

Abandoned Hope also functions as a combined staff of the Magi and staff of power.


Asmodeus
Large Outsider (Devil, Evil, Extraplanar, Lawful)
DvR: 11
Domains: Baator, Diabolic, Domination, Evil, Law

Hit Dice: 54d8 + 702 (1134 hp)
Initiative: +10
Speed: 90 ft., fly 270 ft. (perfect)
AC: 103 (+20 deflection, +10 Dex, +11 divine, +20 insight, +33 natural, -1 size), touch 70, flat-footed 93
Base Attack/Grapple: +54/+83
Attack: Ruby Rod +89 melee (2d6 + 23 /x3)
Full Attack: Ruby Rod +89/+84/+79/+74 melee (2d6 + 23 /x3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, demand submission, gaze attacks, spell-like abilities, spells
Special Qualities: Cosmic entity, damage reduction 40/greater epic, major good and silver, darkvision, fast healing 40, immunity to acid, fire and poison, regeneration 25, resistance to cold 30, see in darkness, spell resistance 78, telepathy 1000 ft.
Saves: Fort +53, Ref +50, Will +62
Abilities: Str 39, Dex 30, Con 36, Int 51, Wis 51, Cha 51
Skills: Appraise +88, Bluff +126, Concentration +81, Craft (Alchemy) +88, Diplomacy +106, Disguise +88 (+94 acting), Escape Artist +78, Forgery +88, Gather Information +94, Hide +74, Intimidate +94, Knowledge (arcana) +88, Knowledge (history) +88, Knowledge (local: Hell) +88, Knowledge (nature) +88, Knowledge (nobility) +88, Knowledge (religion) +88, Knowledge (the planes) +88, Listen +85, Move Silently +78, Search +88, Sense Motive +88, Spellcraft +125, Spot +88, Survival +88 (+94 tracking, above ground, on other planes), Use Magic Device +88
Feats: Corrupt Spell, Craft Rod, Dark Speech, Empower Spell, Heighten Spell, Quicken Spell, Spell Mastery, Violate Spell, Violate Spell-like Ability
Epic Feats: Enhance Spell, Epic Skill Focus (Bluff), Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Heighten Spell, Multispell x3, Spell Stowaway (wish)
Climate/Terrain: Nessus, The Nine Hells
Organization: Solitary (unique)
Challenge Rating: 66
Treasure: Quintuple Standard
Alignment: Lawful Evil


Cosmic Entity: Within Hell, Asmodeus receives a +9 bonus to rank checks. He is always treated as a greater god for purposes of divine rank checks while in Hell. As a divine and cosmic being, Asmodeus does not suffer from the -4 strata differential when it is not in his favor.

Divine Abilities:
Alter Reality: Asmodeus can use a more potent form of the wish in regards to his portfolio. This ability takes a standard action to implement and does not cost Asmodeus any XP.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment. (As a cosmic entity, Asmodeus is not immune to banishment)
Salient Divine Abilities: Arcane Mastery, Automatic Metamagic (Corrupt Spell), Automatic Metamagic (Quicken Spell), Automatic Metamagic (Violate Spell), Craft Artifact, Divine Blast (23/day; 31d12), Divine Shield (16/day; 110 points), Divine Skill Focus (Bluff), Divine Skill Focus (Spellcraft), Divine Spellcasting, Instant Counterspell, Know Secrets, Lay Curse, Spontaneous Wizard Spells

As an intermediate deity, Asmodeus does not automatically fail saves or miss attacks on a natural 1. He is immortal.
Senses: Asmodeus can see (using normal vision or darkvision), hear, touch, and smell at a distance of eleven miles. As a standard action, he can perceive anything within eleven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities with a successful rank check at up to two remote locations at once for 11 hours.
Create Magic Items: Asmodeus can create any kind of magic item that dominates, deceives, or crushes the will of others.


Call Devils (Sp): At will as a standard action Asmodeus may call 1 Duke of Hell, 3 pit fiends, or 9 of any lesser devils. 9/day he may call an archdevil. 1/week, he may call all eight of the Lords of the Nine. Normal devils called by Asmodeus possess triple standard hit dice (max 37) and maximum hit points.

Demand Submission (Cs): 1/round as a standard action, Asmodeus can force up to nine creatures who can hear and understand his voice to attempt a Will saving throw (DC 68). On a failure, the creatures submit to the ruler of Hell for 10d10 days, doing everything he asks as if his words were a suggestion that they cannot resist. Once a creature successfully saves against this ability, he gains a +9 bonus to all further saves against it.

Gaze of Hell (Cs): Asmodeus has two different gaze attacks, although he can only use one at a time. He can switch between the two as a free action.

Chill Gaze: This has a range of 90 feet and acts as a slow spell that imposes a -9 penalty on all attack, damage, saving throws, ability checks and skill checks for 24 hours. Will save DC 68 negates.

Fear and Weakness Gaze: This has a range of 180 feet and acts as both a fear spell and deals 1d8 points of strength damage per round to creatures. Will save DC 68 negates.

Promotion (Ex): Asmodeus can promote lesser devils into greater forms at will. If the devil in question does not possess the proper HD for its new form, Asmodeus receives a number of negative levels equal to the difference. Asmodeus does not need to make a Fortitude save against permanent level loss. Instead, his negative levels are removed at the rate of one per hour. Asmodeus can also promote a devil to Duke or Archdevil status, granting them the appropriate template.

Spells: Asmodeus has access to spells as a 54th level cleric and wizard, with the domains of Baator, Diabolic, Domination, Evil, and Law. He may also make use of the granted powers for his domains.

Cleric spells per day: 6/11/11/11/11/10/9/9/9/8/4/4/4/3/3/3/3/2/2/2/2. Caster level 54th (55th for Evil or Law spells) DC 31+spell level
Wizard spells per day: 4/9/9/9/9/8/8/8/8/7/4/4/4/3/3/3/3/2/2/2/2. Caster level 54th. DC 31+spell level

Epic Spells per day: 5 arcane, 5 divine.

Granted powers: Asmodeus gains a +1 caster level bonus on spells with the Evil or Law descriptors. 11/day, he may gain a +54 bonus on a Bluff, Diplomacy, Intimidate or Sense Motive check. He gains Spell Focus (enchantment) as a bonus feat. (superseded by Divine Spellcasting SDA)

Spell-like Abilities: Always active - detect chaos, detect good, detect magic, discern lies, true seeing; At will -animate dead, bane, blasphemy, calm emotions, create undead, demand, deeper darkness, desecrate, detect thoughts, devil's ego*, devil's eye*, devil's tail*, dictum, disguise self, dispel chaos, dispel good, enthrall, gate, geas/quest, greater command, greater dispel magic, greater teleport, hellfire storm*, hold monster, imprisonment, lesser planar binding, magic circle against chaos, magic circle against good, mass fox's cunning, mass suggestion, monstrous thrall**, order's wrath, planeshift (disabled), protection from chaos, protection from good, repulsion, shield of law, soul bind, spell turning, summon monster IX (lawful or evil creatures only), unhallow, unholy aura, unholy blight. Caster level 54th; DC 42+spell level
*Book of Vile Darkness
**Spell Compendium

Regeneration (Ex): Asmodeus takes normal damage from epic good aligned silver weapons, and from good aligned spells or effects of 5th level or higher.

Possessions: Asmodeus holds the Ruby Rod, a major artifact. This functions as a +9 heavy mace of unholy and lawful power. It has a critical of x3, and affects those who are touch it against Asmodeus’ will as harm. (Will save DC 50 for half, caster level 40th) Asmodeus may make use of the powers at will unless otherwise stated. Other wielders may make use of the special abilities 1/day.

Absorption: The Ruby Rod can be used as a rod of absorption, capable of absorbing up to 9 spell levels per round.

Armor of Malsheem: When this ability is activated (a full round action), the wielder’s damage reduction, fast healing, and regeneration are doubled for the next 9 rounds (if the wielder does not possess one or more of these boons, he receives a DR of 9/ - , fast healing 9, and regeneration (good and silver) 9). When in Asmodeus’ hands, the Rod also doubles the hit points of his divine shields for the duration. Asmodeus can only use this ability thrice per day.

Bolt of Lightning: 180 foot long, 10 foot wide line; deals 30d6 points of corrupted, violated electricity damage (Reflex DC 50 for half). Failure on the save knocks a victim prone; furthermore, failure by 10 points or more throws a victim back 10 feet plus 10 more feet for every additional 10 points of damage taken. If this effect causes the victim to strike a solid object (like a wall), the victim suffers 1d6 points of damage for every 10 feet they travel before striking. A victim must also make a Fortitude save DC 50 or become paralyzed for 9 rounds. Anyone taking any electrical damage from this attack becomes charged with static electricity for the next 9 rounds and deals 15d6 points of electricity damage whenever they come within 5 feet of or touch another being.

Cone of Frost: 90 foot long cone; deals 30d6 points of corrupted, violated cold damage (Reflex DC 50 for half). Those struck must also make a Fortitude save DC 50. On a successful save, victims are slowed for 9 rounds. On a failure, victims are stuck in place as though by hold monster for 9 rounds. If they fail the Fortitude save by 10 points or more, they are frozen into ice and rendered helpless for up to 9 days (a miracle or wish can thaw victims out). If they take 50 points of damage or more from any one attack while in this state, victims shatter into pieces and die.

Jet of Acid: 360 foot long, 5 foot wide line; deals 30d6 points of corrupted, violated acid damage (Reflex DC 50 for half). The acid eats away at the flesh, dealing 1d6 points of Constitution damage (Fortitude DC 50 for half) immediately and an additional 1d6 points at the beginning of each of the next nine rounds. A heal, miracle, or wish spell can stop the continuing Constitution damage. Resistance or immunity to acid is only effective against 1/2 of the Constitution damage.

Tyrant Triumphant: Activating this ability causes pulsing, red and black waves to emanate from the Rod in a 90 foot radius. The area within 90 feet of the Rod is surrounded by a wall of anti-magic. The wall is razor thin, but prevents spells or supernatural abilities originating from within the area from affecting those without and vice versa, similar to the lesser layers of a prismatic wall. All save the wielder within the area are affected as if by disjunction, blasphemy, dictum, and repulsion in that order during the round that the effect begins (caster level 80th, DC 68 where applicable). A nearly impenetrable shield is erected around the wielder, and remains for 3 rounds. Each round the barrage of spells repeats within a 90 foot radius of the Rod.

The shield surrounding the wielder is immune to all forms of attack save those with the good or chaotic descriptor. The shield has 999 hit points. Even from those forms of attack against which it is vulnerable, the shield ignores the first 90 points of damage per round. Good or chaotic aligned spells which do not normally deal damage deal 1d10 points of damage per spell level to the shield.

During the first round, the Rod’s wielder is purged of all unwanted effects, including but not limited to, disease, poison, enchantments, curses, debilitations, and death. In the second round, the wielder is healed to full hit points. By the third round, the wielder regains spells, spell-like abilities, and any other limited-use abilities innate to his nature (not granted by an item) as if he had rested for a day. Tyrant Triumphant will automatically activate once per day should its wielder perish. Asmodeus can only use this ability thrice per day.

Asmodeus has access to near limitless wealth in magical items. As such, he can be expected to have any magic item in the DMG or any other source book with a value of less than 1 million gold pieces.

In short, Asmodeus can kick your ass.
greatmoat

03-12-07, 04:24 AM
Since the site is down

Do you have any information on when it will be up? Unfortunately it seems to not have been cached by Google.
Witch

03-12-07, 06:43 AM
Do you have any information on when it will be up? Unfortunately it seems to not have been cached by Google.
The latest thing I heard was that it wasn't known, I'm afraid.
LivingShadow

03-13-07, 01:25 PM
I created these stats for Asmodeus myself. Used them in a CR 22 adventure.

ASMODEUS (TRUE FORM) CR 23
LE Outsider (Evil, Lawful, Baatezu)
Init +3; Senses See in darkness, Spot +47, Listen +47, blindsense 60ft
Languages Common, Infernal, Celestial, Draconic, Telepathy
________________________________________ ____________________
AC 49, touch 9, flat-footed 42
hp 426 (37 HD); DR 20/good and silver
Immune Fire, Poison
Resist Cold 10, Acid 10; SR 29
Fort +31, Ref +31, Will +31
________________________________________ _____________________
Speed 40ft, fly 200ft (clumsy), swim 60ft
Melee Bite +47 (4d8+10+poison epic, evil, lawful) and tail +45 (4d6+5 epic, evil, lawful)
Space 30ft:30ft; Reach 20ft.
Base Atk +37; Grp +55
Atk Options Breath weapons, imp grab, constrict 6d6, power attack, great cleave, awesome blow
Spell-like Abilities (CL37, DC 17+spell level) 3/day Darkness, Poison, Unholy aura 1/day Desecrate, Unholy blight, Contagion, Blasphemy, Unhallow, Horrid wilting, Summon monster IX (Fiends only), Destruction
________________________________________ ________________________
Abilities Str 30, Dex 24, Con 24, Int 24, Wis 25, Cha 24
Feats cleave, dodge, mobility, hover, fly-by attack, multiweapon fighting, wingover, iron will, great fortitude, lightning reflexes
Skills search +47, sense motive +47
________________________________________ ________________________
Breath Weapons (Su) 70ft cone or 140ft line of acid, fire, electricity, or cold 20d10 DC Ref 35
Poison (Ex) 3d6 Dex/3d6 Dex DC Fort 35
Kain Darkwind

03-13-07, 01:57 PM
I created these stats for Asmodeus myself. Used them in a CR 22 adventure.

ASMODEUS (TRUE FORM) CR 23
LE Outsider (Evil, Lawful, Baatezu)
Init +3; Senses See in darkness, Spot +47, Listen +47, blindsense 60ft
Languages Common, Infernal, Celestial, Draconic, Telepathy
________________________________________ ____________________
AC 49, touch 9, flat-footed 42
hp 426 (37 HD); DR 20/good and silver
Immune Fire, Poison
Resist Cold 10, Acid 10; SR 29
Fort +31, Ref +31, Will +31
________________________________________ _____________________
Speed 40ft, fly 200ft (clumsy), swim 60ft
Melee Bite +47 (4d8+10+poison epic, evil, lawful) and tail +45 (4d6+5 epic, evil, lawful)
Space 30ft:30ft; Reach 20ft.
Base Atk +37; Grp +55
Atk Options Breath weapons, imp grab, constrict 6d6, power attack, great cleave, awesome blow
Spell-like Abilities (CL37, DC 17+spell level) 3/day Darkness, Poison, Unholy aura 1/day Desecrate, Unholy blight, Contagion, Blasphemy, Unhallow, Horrid wilting, Summon monster IX (Fiends only), Destruction
________________________________________ ________________________
Abilities Str 30, Dex 24, Con 24, Int 24, Wis 25, Cha 24
Feats cleave, dodge, mobility, hover, fly-by attack, multiweapon fighting, wingover, iron will, great fortitude, lightning reflexes
Skills search +47, sense motive +47
________________________________________ ________________________
Breath Weapons (Su) 70ft cone or 140ft line of acid, fire, electricity, or cold 20d10 DC Ref 35
Poison (Ex) 3d6 Dex/3d6 Dex DC Fort 35

He's weaker, slower, less tough, stupider, more foolish and has less personality than a common pit fiend. That's the 'true form' of Asmodeus?
Singer_of_the_Song

03-13-07, 02:03 PM
I'm backing the Dicefreaks stats. They make the most sense, hellskitten.
LivingShadow

03-13-07, 02:12 PM
He's weaker, slower, less tough, stupider, more foolish and has less personality than a common pit fiend. That's the 'true form' of Asmodeus?

I based his stats off of the great wyrm chromatic dragons. I also reiderate that I made him for a lvl 22 adventure. Also if I am not mistaken he outranks the pitfiend in CL and damage per round. All you are saying is that he has lower abilities.
Kain Darkwind

03-13-07, 02:13 PM
I'm backing the Dicefreaks stats. They make the most sense, hellskitten.

Just to clarify, my stats (posted above) are not the Dicefreaks stats. My stats are my own personal versions. Dicefreaks stats can be found in the Gates of Hell pdf, which is free. (And possibly inaccessible with the site down)

The largest difference is that my stats are pure HD builds with custom abilities. Dicefreaks official stats are built from a base creature, with a 'Lord of the Nine' template and class levels applied.
Witch

03-13-07, 02:15 PM
I based his stats off of the great wyrm chromatic dragons. I also reiderate that I made him for a lvl 22 adventure. Also if I am not mistaken he outranks the pitfiend in CL and damage per round. All you are saying is that he has lower abilities.
But the fact that his CL & damage are higher doesn't change that he has less personality and intelligence than a mere pit fiend. Why not raise them somewhat?
LivingShadow

03-13-07, 02:16 PM
But the fact that his CL & damage are higher doesn't change that he has less personality and intelligence than a mere pit fiend. Why not raise them somewhat?

I'm fine with that. What do you think they should be? Probibly add another 10 to each.
Kain Darkwind

03-13-07, 02:17 PM
I based his stats off of the great wyrm chromatic dragons. I also reiderate that I made him for a lvl 22 adventure. Also if I am not mistaken he outranks the pitfiend in CL and damage per round. All you are saying is that he has lower abilities.

Yes, I am saying that he has lower abilities. He shouldn't, not if you actually have pit fiends that have 26s across the board, and 37 strength.

I'm not saying your Asmodeus is wrong in CR. I'm simply pointing out that in the context of Asmodeus' description throughout the editions, the existing Monster Manual creatures, and a host of other things, those stats do a poor job of reflecting him. They lack the ability to do the things he was said to be able to do, including trick gods and cow the denizens of Hell.

As a design question, why would you base Asmodeus, a devil, off a Chromatic Dragon, rather than a pit fiend or infernal?
LivingShadow

03-13-07, 02:23 PM
I used the idea given in Manual of the Planes. Essentailly making Asmodeus a giant couatl. I decided that it's stats would be most like those of the black dragon whose great wyrm is CR 22. I thus increased the size and changed abilities as I thought was nessisary. Its stats aren't too far off from the Pit Fiend according to what you say.

Wierd part is that the PCs killed it in the first round of combat. (Got a natural 1 vs and insta-kill)