The Ashmadia
“Unleash Hell’s ultimate enforcers: the Ashmadia, pit fiends who embody apocalyptic wrath and unyielding loyalty to Asmodeus!”
The Ashmadia, the personal bodyguards and executioners of Asmodeus, are the epitome of infernal might and terror. Standing at an imposing 30 feet tall, these formidable pit fiends are adorned in scales of deep, metallic hues such as Azure, Sapphire, and Ebon, which catch the light with an eerie, dark sheen. Their fearsome appearance is further accentuated by their massive, bat-like wings that unfurl like curtains of dark, flickering flames. Their muscular forms are clad in ornate, soul-forged armor that pulses with a sinister energy. Each Ashmadia wields a Nessian Cleaver, a colossal battleaxe forged from the souls of the damned, and sports the Pain of Perdition bracers, which fire poisoned, antimagic bolts.
In behavior, the Ashmadia exhibit a cold, methodical demeanor, reflecting their unwavering loyalty to Asmodeus. Their actions are characterized by ruthless efficiency, and they are known for their stoic and disciplined approach. In combat, they initiate battles with a devastating barrage of spell-like abilities, such as meteor swarm and fireball, before closing in with their formidable physical attacks. Their tactics involve using their fear aura, poison, and disease to weaken and terrorize enemies before engaging in direct combat. They are strategic in their approach, often retreating when necessary and using greater teleport and summoning additional devils to cover their withdrawal.
The Ashmadia reside primarily in Malsheem, the Citadel of Hell, an immense and labyrinthine fortress imbued with dark energies and heavily fortified with both magical and physical defenses. They are typically found in the most secure and high-ranking chambers of this fortress or in the immediate presence of Asmodeus. Their duties may also lead them to other significant locations within Hell where their intimidating presence is required to enforce the will of their master.
In combat, the Ashmadia’s modus operandi is marked by their strategic and brutal efficiency. They begin confrontations with a quickened meteor swarm to decimate enemies from a distance, then split their forces to engage in both melee combat and magical assault. Their fear aura, poison, and disease are used to incapacitate and terrorize foes, paving the way for their direct attacks. If faced with overwhelming opposition, they will retreat strategically, using greater teleport and summoning reinforcements to ensure their escape and regrouping.
Motivated by an absolute loyalty to Asmodeus, the Ashmadia are driven by a fervent desire to uphold the infernal order and maintain the supremacy of Hell. Their actions are guided by a strict adherence to the will of their king and a relentless commitment to punish those who defy the laws of their infernal domain.
The Ashmadia 5e
The Ashmadia 3.5
The Ashmadia
Huge Fiend (Devil), Lawful Evil
- Armor Class 25 (Infernal Plate Armor)
- Hit Points 1,200 (50d12+600)
- Speed 40 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
35 (+12) | 24 (+7) | 32 (+11) | 28 (+9) | 26 (+8) | 30 (+10) |
- Saving Throws Str +19, Dex +14, Con +18, Int +16, Wis +15, Cha +17
- Skills Intimidation +24, Perception +15, Arcana +16, Insight +15
- Damage Resistances Cold, Acid, Lightning, Bludgeoning, Piercing, and Slashing from nonmagical attacks
- Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from non-silvered, non-magical weapons
- Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
- Senses Truesight 120 ft., Darkvision 120 ft., Passive Perception 25
- Languages Infernal, Telepathy 500 ft.
- Challenge 33 (215,000 XP)
- Proficiency Bonus +8
Legendary Resistance (5/Day).
If the Ashmadia fails a saving throw, it can choose to succeed instead.
Infernal Presence.
Each creature of the Ashmadia’s choice that is within 60 feet of it and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Ashmadia’s Infernal Presence for the next 24 hours.
Magic Resistance.
The Ashmadia has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The Ashmadia’s weapon attacks are magical.
Regeneration.
The Ashmadia regains 20 hit points at the start of its turn. If the Ashmadia takes radiant damage or damage from a good-aligned silvered weapon, this trait doesn’t function at the start of its next turn. The Ashmadia dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Infernal Command.
As a bonus action, the Ashmadia can command any devil within 300 feet of it to take a specific action. The commanded devil acts on its next turn.
Soul-Forged Armor.
The Ashmadia’s infernal armor grants it resistance to all non-magical damage and imposes disadvantage on attack rolls made against it by celestials.
Actions
Multiattack.
The Ashmadia makes three attacks: one with its Nessian Cleaver, one with its claw, and one with its tail.
Nessian Cleaver. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 40 (8d6 + 12) slashing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 24 Constitution saving throw or take 2d4 negative levels.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
Hit: 30 (6d6 + 12) slashing damage plus 10 (3d6) poison damage. If the target is a creature, it must succeed on a DC 24 Constitution saving throw or be poisoned for 1 minute.
Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 36 (6d8 + 12) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Hellfire Breath (Recharge 5–6).
The Ashmadia exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Creatures failing the save are also set ablaze, taking 21 (6d6) fire damage at the start of each of their turns. A creature can use an action to douse the fire.
Infernal Blast. Ranged Weapon Attack: +15 to hit, range 100/200 ft., one target.
Hit: 31 (7d6 + 7) fire damage plus 10 (3d6) necrotic damage. The target must make a DC 24 Constitution saving throw or be unable to cast spells for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Summon Devils (1/Day).
The Ashmadia summons 2d4 cornugons or 1d4 pit fiends. Summoned devils appear in unoccupied spaces within 60 feet of the Ashmadia and act as its allies. They remain for 1 hour, until they or the Ashmadia dies, or until the Ashmadia dismisses them as a bonus action.
Legendary Actions
The Ashmadia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Ashmadia regains spent legendary actions at the start of its turn.
- Detect. The Ashmadia makes a Wisdom (Perception) check.
- Infernal Strike. The Ashmadia makes one claw or tail attack.
- Fiery Teleport (Costs 2 Actions). The Ashmadia magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Each creature within 10 feet of the space the Ashmadia left must succeed on a DC 24 Dexterity saving throw or take 21 (6d6) fire damage.
Role
The Ashmadia are the personal bodyguards and executioners of Asmodeus, the ruler of Hell. Numbering only eight, these pit fiends are the oldest and most loyal of Asmodeus’s servants. Their presence is synonymous with absolute authority and the enforcement of infernal law. They are tasked with protecting Asmodeus, executing traitors, and enforcing the infernal hierarchy’s will. Their loyalty to Asmodeus is absolute, making them incorruptible and unwavering in their duties.
Regional Effects
The region containing the Ashmadia’s lair is warped by their presence, creating the following effects:
- Fiery Sky. The sky within 1 mile of the lair burns with a faint, reddish hue, causing small embers to fall like ash.
- Aura of Fear. Creatures within 1 mile of the lair feel a constant sense of dread. Each day spent within this range requires a DC 18 Wisdom saving throw, or the creature becomes frightened for 24 hours.
- Infernal Weather. Non-devils within 1 mile of the lair have disadvantage on saving throws against environmental hazards, such as intense heat, volcanic eruptions, and poisonous fumes.
If the Ashmadia dies, these effects fade over 1d10 days.
Magic Items
- Nessian Cleaver. A +6 keen souldrinker battleaxe, dealing an additional 4d6 necrotic damage on a hit. When a creature is killed by the Nessian Cleaver, its soul is absorbed into the blade, preventing resurrection by anything less than a wish spell.
- Pain of Perdition Bracers. These bracers function as +5 repeating great crossbows that fire poisoned, antimagic bolts (DC 24 to resist poison). They also serve as +9 bracers of armor with moderate fortification, releasing 5d6 fire damage against melee attackers.
- Seal of Malsheem. A pentagram seal on the Ashmadia’s forehead bestows a +9 profane bonus to attack rolls, damage, armor class, and saving throw DCs for spells. It allows their fear aura to affect any devil below the status of a Duke of Hell.
Weaknesses
- Holy Magic and Silvered Weapons. The Ashmadia takes full damage from attacks made with holy spells and weapons forged from silver blessed by a cleric.
- Divine Intervention. Celestial beings of significant power (CR 30 and above) can weaken the Ashmadia’s infernal powers, causing their regeneration to fail and reducing their AC by 2.
Tactics
The Ashmadia typically begin combat with a hellfire breath attack, followed by a series of devastating melee strikes. They will often command lesser devils to form a front line, using their Infernal Blast and fear aura to weaken opponents before closing in with their Nessian Cleaver. If outmatched,
The Ashmadia are the personal bodyguards and executioners of Asmodeus, Hell’s King.
Numbering eight in all, these creatures are thought to be the oldest pit fiends after Aesmadeva, although no one knows for certain. Like their leader, The Ashmadia are totally devoid of any notion of betrayal of Hell and since Hell is invested and personified in the figure of its current King, they are incapable of betraying Asmodeus. In any event, as Nessian pit fiends, the Ashmadia are well aware of Asmodeus true nature. Their perfection marred only by the fact that they are not Aesmadeva, the Ashmadia have no names and are typically referred to based upon the draconic color each uses (i.e. the Azure and Sapphire Ashmadia, the Emerald and Jade Ashmadia, the Ebon and Onyx Ashmadia, and the Ashen and Sallow Ashmadia).
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The Ashmadia | |
pit fiends, Advanced | |
Huge outsider (Devil, Evil, Extraplanar, Lawful) | |
Hit Dice | 54d8+702 (1134 hp) |
Initiative | +18 |
Speed | 40 ft., Fly 60 ft. (average) |
Armor Class | 72 (+9 armor, +10 deflection, +10 Dexterity, +26 natural, +9 profane, -2 size), touch 37, flat-footed 62 |
Base Attack/Grapple | +54/+91 |
Attack | Nessian Cleaver +87 melee (3d6+35 plus 2d4 negative levels 19-20/x3); or Pain of Perdition +76 ranged (4d6+14 plus anti-magic and poison); or claw +81 melee (3d8+29 + 1 vile) |
Full Attack* | Nessian Cleaver +87/+82/+77/+72 melee (3d6+35 plus 2d4 negative levels 19-20/x3) and bite +79 melee (6d8+19+1 vile plus poison and disease) and 2 wings +79 melee (3d6+19+1 vile) and tail slap (3d8+19+1 vile) or Pain of Perdition +76/+71/+66/+61 ranged (3d8+14 plus anti-magic and poison) or 2 claws +81 melee (3d8+29+1 vile), and bite and 2 wings and tail slap * If not holding their shields, the Ashmadia can make one claw attack as a secondary attack during a full attack action |
Space/Reach | 15 ft. /15 ft. |
Special Attacks | Constrict 3d8+49, disease, fear aura, improved grab, poison spell-like abilities, summon devils |
Special Qualities | Damage reduction 25/epic, good and silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 30 and cold 30, regeneration 15, see in darkness, Spell Resistance 51, telepathy 500 ft. |
Saves | Fort +42, Ref +39, Will +43 |
Abilities | Strength 50, Dexterity 30, Constitution 36, Intelligence 31, Wisdom 31, Charisma 31 |
Skills | Balance +16, Bluff +67, Climb + 77, Concentration +70, Diplomacy +22, Disguise +67 (+73 acting in character), Hide +59, Intimidate +73, Jump +87, Knowledge (arcana) +67, Knowledge (nature) +67, Knowledge (the planes) +67, Knowledge (religion) +67, Listen +67, Move Silently +67, Search +67, Sense Motive +67, Spellcraft +73, Spot +67, Survival +10 (+16 above ground, +16 on other planes, +16 tracking), Tumble +74 |
Feats | Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Flyby Attack, Great Cleave, Improved Bullrush, Improved Combat Expertise, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Quicken Spell-Like Ability (meteor swarm), Vile Natural Strike |
Epic Feats | Dire Charge, Epic Will, Superior Initiative |
Climate/Terrain | Any land and underground (Nessus) |
Organization | Solitary, pair, troupe w/ Aesmadeva ( 9 Ashmadia, 5-10 Nessian pit fiends and Aesmadeva) |
Challenge Rating | 39 |
Treasure | Triple Standard |
Alignment | Lawful Evil |
Combat
The Ashmadia typically engage foes at the orders of Aesmadeva, following their lord’s strategy to the letter. If such is not the case, they usually open combat with a quickened meteor swarm. Following that, half of them charge to engage their foes in melee, while the other half launch corrupted fireballs at any foes still standing.
They fight in pairs, making use of flanking and attacks of opportunity. During the subsequent rounds, the four engaging in melee attempt to direct their attacks at foes who appear to be avoiding the magical onslaught provided by the remaining Ashmadia. The four providing magical support typically alternate their attacks. One pair attempts to dispel magic and makes use of blasphemy afterwards. The second pair divides up the battlefield using walls of fire. The third uses damaging attacks such as fireball, power word stun, and meteor swarm. Ifallies are out of the line of fire, these attacks are generally corrupted as well. The fourth attacks the minds of the enemy with mass hold monster, suggestion and Charm Person.
The Ashmadia are no fools, and in the absence of Aesmadeva, will retreat via greater teleport once reduced to one-third of their hit points, or sooner if facing an obviously superior foe. They tend to cover their retreat by summoning devils to the fray, usually cornugons and gelugons. They also make use of their summoning power if the first few rounds of combat go against them, but not poorly enough for a retreat. In this case, Nessian pit fiends are generally summoned, alongside the cornugons and gelugons. The Ashmadia rarely summon lesser devils than this, seeing them as a waste of time.
Constrict (Ex): The Ashmadia deal 3d8+39 points of damage with a successful grapple check.
Disease (Su): A creature struck by one of the Ashmadia’s bite attacks must succeed on a DC 59 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d2 days, damage 1d6 Strength). The save DC is Constitution based.
Fear Aura (Su): The Ashmadia can radiate a 20 foot fear aura as a free action. A creature in the area must succeed on a DC 56 Will save or be affected as though by a fear spell (caster level 54th). A creature that successfully saves cannot be affected again by the aura for 24 hours. Dukes of Hell and higher ranked devils are immune to the aura, and lesser devils can be excluded from the effect should the Ashmadia so choose. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the Ashmadia must hit with their tail slap attack. They can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the Ashmadia wins the grapple check, it establishes a hold and constricts.
Poison (Ex): Injury, Fortitude DC 59, initial damage 1d8 temporary Constitution, secondary damage death. The save is Constitution based.
Spell-like Abilities (Sp):
- At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, fireball, greater dispel magic,greater invisibility , greater teleport, magic circle against good, mass hold monster, meteor swarm, persistent image, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, wall of fire;
- 1/week – wish.
Caster level 54th; save DC 29 + spell level.
Summon Devils (Sp): Four times a day, the Ashmadia can automatically summon nine lemures, barbazu, or osyluths, or six cornugons, erinyes, gelugons, or hamatulas. These devils may have twice their standard HD. The Ashmadia can also summon 3 Nessian pit fiends. Asmodeus has granted the Ashmadia this additional measure of power.
Regeneration (Ex): The Ashmadia take normal damage from good-aligned silver weapons, and from spells or effects with the good descriptor.
Possessions:
Seal of Malsheem (Minor Artifact).
Each member of the Ashmadia bear a pentagram seal upon their foreheads, placed there by the hand of Asmodeus himself. This powerful brand bestows a +9 profane bonus to physical attacks, damage, armor class and the DCs of their spell-like abilities and special attacks. It also allows the Ashmadia’s fear aura to affect any devil of pit fiend status or lower, if they so choose.
The Ashmadia wield Battleaxes forged from the souls of the damned. These powerful soulsteel items are +6 keen souldrinker axes, known as Nessian Cleavers.
Black iron bracers surround the mighty pit fiends‘ forearms. These weapons, known as the Pain of Perdition, can fire spikes as a +5 repeating great crossbow, although the ammunition is automatically replenished from an extra-dimensional storage space. The bolts affect their target as an Antimagic Ray, requiring a Will save DC 36 to negate. They are also coated in the pit fiends‘ own venom, forcing a save against that vile poison.
The bracers also serve as +9 bracers of armor of moderate fortification, and discharge 5d6 points of fire damage against those who strike them in melee.
The Scales of Tiamat function as bulwarks of the dragon, save that they are tower shields instead of large shields, and the bonus to AC is a deflection bonus rather than a shield bonus. As their name implies, they were forged from the very scales of the Dragon Queen herself as tribute to the King of All Hell. The Scales do not inflict any penalties on the Ashmadia’s attacks. Two members of the Ashmadia possess a different colour dragon shield, one for four of the five chromatic dragons; only Aesmadeva carries the red Scale of Tiamat.