| Post/Author/DateTime | Post |
|---|---|
| #1kenzo_kunMar 20, 2010 16:56:01 | Hey everyone! So I'm working on building my campaign right now and I've got REALLY big plans for it. I intend the climax of the entire story to be an EPIC battle with Asmodeus himself. Only problem is, Asmodeus has yet to appear in any of the books... So it's time for me to get working on the homebrew! I'm still relatively new to all this, so I'd appreciate any help possible with this. I'm considering basing his template off of a Pit Fiend. I definitely want him to be able to use Irresistible Command and have a bunch of minions, because I mean come on, it's Asmodeus. Kinda fits him... Other than that, all that I know is that I want this battle to be HARD. Any suggestions? If you've made your own Asmodeus, I'd like to check those out too. |
| #2oldguygamingMar 20, 2010 18:56:28 | Only problem is, Asmodeus has yet to appear in any of the books. Asmodeus (Arch-devil) - Monster Manual, page 20 (1st edition) He may require a bit of updating if you use a newer edition. : ) |
| #3dieffenbachjMar 20, 2010 20:04:34 | Tricky. I'm working on it now, but Asmodeus has historically had a lot of unique powerful traits: every time drops of blood hit the dirt from him, pit fiends form; anything his rod touches becomes evil; he can cast ridiculously powerful spells at-will like wish or polymorph any object, and has complete dominion over all other devils; in 4E he's even a God... But in any case, I've already done one conversion of Asmodeus before (during the stages just before 4E came out, I ended my campaign with an Asmodeus fight--it was 3.5, but I was using a lot of 4E design concepts and I had done a lot of research on his abilities) so I have some experience and will give it my best shot. I'll try writing something good up, comparable to the other Gods. |
| #4dieffenbachjMar 20, 2010 21:38:44 | Alright, let's do this. Asmodeus: www.mediafire.com/imageview.php?quickkey... His pet hellhounds (I gave him a summon minion ability): www.mediafire.com/imageview.php?quickkey... I designed him to be based off the 3rd Edition (Book of Vile Darkness) and 3.5 (Tyrants of the Nine Hells) designs for him, while still keeping him a god. His stats do not include details for the Ruby Rod, which should be an artifact of your own design. Also, keep in mind that he is a god: he cannot die unless quests are done and stars are aligned (for instance, he might be invulnerable while: he is in the Nine Hells, he carries the ruby rod, or something vague and prophetic, like "until the moons rise above the golden sea"). I'm also assuming there would be a bunch of bad guys (pit fiends, etc) around him, making the fight nearly impossible (even on his own, the battle should be a living hell). The party should probably ally with an army of angels, or something. Asmodeus is made to be a rather straightforward foe for the first half of combat: he can rain hellfire and summon hell hounds to harry the party, while his gaze attacks make quick servants of anyone who dares get too close to him. If he starts to get worried, he can use some hellfire storms and bones of hell to keep himself safe. The Blood of Hell power will definitely keep the party occupied, because if they ignore the unique devils it spawns they'll quickly be overwhelmed. When he becomes bloodied though... things become rather scary very quickly. I wanted him to go from a rather manipulative, mildly playful duke of hell to (when he becomes bloodied) the sort of satanic nightmare worthy of a total party wipe. He gains the ability to fly, the area explodes with a powerful attack, and for the rest of the combat he has a 50 damage fire aura (enough to melt stone... definitely enough to scare an unprepared party into running away). Fairly straightforward to run, but I think he could easily wipe a party, especially considering he's a God who is immortal and surrounded by minions and able to see the future. But a party with enough prep time (multiple quests worth) could potentially overcome him... find some ways to give themselves poison/fire/necrotic resistance... use ranged weapons or get resistance bonuses versus charm... make sure to have a mix of party members (controllers for hell hounds, leaders for status effects, defenders for pit fiends, strikers for Asmodeus himself...)... it would take a lot of hard work and prep time, but it would definitely be a nice final encounter. |
| #5kenzo_kunMar 20, 2010 23:13:55 | Only problem is, Asmodeus has yet to appear in any of the books. Hm... Well, we're playing 4th edition... But if I can get my hands on a first edition Monster Manual, it could help with designing a new one. Thanks! |
| #6kenzo_kunMar 20, 2010 23:16:24 | Alright, let's do this. Sweet thanks! You must have put a lot of work into this! I'll keep you posted on how well my campaign's one comes out. I'd appreciate it if you could send over anything you think might be helpful too =) Also, thanks for your suggestions on how to prep the party. I'm glad that this battle is going to be INSANELY hard! Luckily for my party, this campaign is going to involve the resurrection of He Who Was. I intend to have him and his angels side with the party, making it a little easier to overcome. You don't think that will make it too easy do you? I want it to be absolutely EPIC! Haha |
| #7QubeMar 21, 2010 5:41:31 | Asmodeus: www.mediafire.com/imageview.php?quickkey... Awesome! I can't wait till my party gets lvl 30 ... ![]() |
| #8dieffenbachjMar 21, 2010 8:57:13 | Asmodeus: www.mediafire.com/imageview.php?quickkey... My party's level 8... le sigh... Gives me fond memories of my last group fighting Asmodeus though. They were a level 18 party, I think I had marked him as a CR 36 encounter. I had done what I just did here: go through his previous incarnations, and categorize his abilities as 'attack', 'ability drain', 'teleport', 'mind control' and so on and came up with a list of 10 or so at-wills, rechargeables and encounters (this is 3.5 mind you) that would make him just as powerful as the full thing, if not even more powerful because instead of having to look up each power in the back of the PHB, I could just read the stat block I had written up. So he ended up having an at-will of something like "Area burst 4 in 20; +36 vs. Reflex; 20d6 fire and vile damage (vile damage cannot be healed). Miss: Half damage." or a minor action power that just let him dominate someone forever. It was very clearly an encounter way above the heads of a level 18 party, and yet it went... poorly. Opening round, Asmodeus tosses a hellfire that decimates the party, uses some mental domination, etc etc. The party whipped up a quick defense: the wizard who specialized in portals created a rift beneath Asmodeus's feet to a spot in what we now call the Far Realm that only he could reach (other mages found it impossible to use planar travel magic due to the plane being sealed off, and I had even made it clear--like, 10 levels ago--that even the Gods dare not tread there for fear of being trapped or consumed). He of course got to make a Reflex save and stepped aside easily, standing between the rogue and the portal. The rogue bull rushed, getting sidestepped but landing himself in the portal--the rogue dangling from the edge of the rift with an incredible Climb check. But Asmodeus's last sidestep put him next to the fighter who bull rushed... and rolled a 20. Asmodeus falls into the pit, grabbing the rogue's legs since the rogue had conveniently occupied the only squares Asmodeus had available to grab the ledge of. The rogue lets go... Asmodeus lets go of the rogue... the rogue drinks a potion of jump (that I had given him at level 1, mind you... I had forgotten it), drops a tower shield he had mysteriously picked up earlier, and springboards with his strangely maximized Jump score out of the portal, yelling at the wizard to seal it. Asmodeus can teleport but not faster than he can fall... the portal is closed, Asmodeus is sealed, and the DM looks at his notes that had read to end the campaign with a TPK and his Asmodeus stat block which had so many pretty abilities he had written up that went un-used... and he just walked away quietly for a minute, letting the party enjoy their victory. |
| #9dieffenbachjMar 21, 2010 9:46:05 | I adjusted the Asmodeus in the link; corrections to typos and clarifications to rules in some areas, but in other areas I wanted him to be a touch more bad-ass (switched around minor and standard actions, added some more recharge attacks, added a regeneration that happens when he's bloodied, made sure his bloodied-extras stay out when he regenerates back to non-bloodied, etc). Not much to worry about but if you'd like to see the updated version download it. |
| #10FaustianPenguinMar 24, 2010 23:51:45 | I designed an Asmodeus awhile back. Not a minion summoner, but you could include minions with him easily enough. Asmodeus Large immortal humanoid (devil, deity) Level 40 Solo Controller (Leader) XP 555,000 Initiative: +30 Senses: Perception +40, darkvision, low-light vision, truesight Aura of Utter Hell (Fire): aura 20, enemies that enter or start their turns in the aura take 50 fire damage and incur a -5 penalty to all saving throws whille in the aura. Infernal Potentate: aura 10, all radiant damage taken by Asmodeus or his allies while in the aura is reduced by 10. Any creature that makes an attack with the radiant keyword takes all effects and damage from the attack while in the aura. HP: 1790; Bloodied 895, see also divine discorporation AC 56; Fortitude 55, Reflex 55, Will 57 Immune attacks by characters below level 20, fear, charm, illusion, fire; Resist 20 all Saving Throws +5 Speed 8, fly 12 (hover), teleport 12 Action Points 5 BM - Ruby Scepter of Hell (standard, at-will) - Acid, Cold, Fire, Lightning, Necrotic, Weapon Reach 2, +45 vs, AC, 2d12+12 damage (crit 8d12+36 damage) plus 1d12 acid, fire, lightning, cold, and necrotic damage, and the target is knocked prone; see also Tyrant's Taint. M - Eternal Wounds (standard, encounter) Reach 2, +42 vs. Fortitude, the target is weakened and takes 20 ongoing damage until the end of the encounter. R - Hell's Gaze (minor 1/round, at-will) - Gaze Range 20, +44 vs. Will, the target is blinded and dazed (save ends both). R - Red Lightning (standard, recharge 5,6) - Fire, Lightning Range 20, Asmodeus targets up to 3 creatures with his red lightning burst; the first target must be within 20 squares of Asmodeus, the second target within 10 squares of the first, and the third target within 10 squares of the second; +42 vs. Reflex, 4d12+15 fire and lightning damage, and the target is stunned (save ends). Miss: Half damage. C - Obeisance (standard, encounter) - Charm Close burst 5, +42 vs. Will, the target is dominated (save ends); Aftereffect: The target is dazed (save ends). C - Primeval Presence (minor, recharge 5, 6) - Fear Close burst 5, +42 vs. Will, the target is immobilized (save ends). Aftereffect: the target takes a -2 penalty to attack rolls (save ends). C - Black Icebreath (standard, recharge 5, 6) - Cold, Necrotic Close blast 5, +42 vs. Fortitude, 5d12+15 cold and nectrotic damage, and the target is immobilized (save ends) Aftereffect: The target is slowed (save ends). Miss: Half damage, and the target is slowed (save ends). Tyrant's Taint Any creature knocked unconscious by the Ruby Scepter of Hell remains unconscious unless it rolls a natural 20 on a death saving throw. The creature is unable to regain hit points as long as it remains unconscious. Divine Discorporation (when first bloodied, encounter) Asmodeus discorporates. Immortal Resistance (when Asmodeus gains an effect that a save can end; at-will) Asmodeus makes a saving throw. On a save, Asmodeus is unaffected by the effect. Tyrant's Triumph (Immediate reaction, when Asmodeus fails to discorporate) Asmodeus immediately saves against all effects he is currently under and gains regeneration 20 until the end of the encounter. Additionally, Asmodeus can now land a critical hit on a 19 and a 20. Alignment Evil Languages Supernal Skills Arcana + 40, Bluff +40, Insight +40, Diplomacy +40, Religion +40 Str 35 (+32) Dex 30 (+30) Wis 40 (+35) Con 30 (+30) Int 40 (+35) Cha 40 (+35) Equipment Ruby Scepter of Hell Asmodeus' Tactics: Asmodeus prefers to allow others to engauge stubborn foes in combat for him. Should he be forced into battle, Asmodeus uses his superior mobility to always achieve the best position in combat. When the encounter begins, he attempts to include as many enemies as possible in his Obeisance. Afterwards, he focuses his attacks on the opponents who did not succumb to his control, first using Primeval Presence to immobilize them, followed with Hell's Gaze until the former recharges. He also uses either Red Lightning or Black Icebreath, depending on which is available and how scattered his opponents are. He cripples the most physically-imposing opponent with Eternal Wounds. He never uses his Ruby Rod of Power unless he has no other attacks available, or an opponent would be knocked unconscious by the attack. His Tyrant's Taint allows him to entirely focus on still-able opponents. Asmodeus will gladly fight until he is bloodied, as he knows he can simply leave the realm if somehow overwhelmed. If, however, his opponents prepared for the battle, he relies on Tyrant's Triumph as a back-up plan to see him through. Yeah, he's a hell of a fight. |