{"name":"Asmodeus","race":"Construct","profession":"","cr":"","size":"Medium","languages":"Common","alignment":"Neutral","description":"","ideals":"","bonds":"","flaws":"","suggested_environments":"","ac":"14","hitpoints":"30","strength":"18","dexterity":"8","constitution":"15","intelligence":"8","wisdom":"6","charisma":"3","movement":"20","fly":"","burrow":"","hover":"","swim":"","climb":"","senses":"Darkvision 60 feet","skills":"","savingthrows":"","damagevulnerabilities":"Acid, lightning","damageresistances":"Slashing, Piercing, Bludgeoning","damageimmunities":"Poison, Psychic","conditionimmunities":"Charmed. Exhaustion, Frightened, Poisoned ","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"Construct only requires 2 hours of rest to avoid natural exhaustion. During its rest it has passive sensors which can detect movement up to 30 feet.","actions":"Multi-Attack: Asmodeus can either make 2 fist attacks or 1 Death Grip.\r\n\r\nFist: Melee +6, 5 ft, 1d8+4 bludgeoning\r\n\r\nDeath Grip: DC 12 dexterity save. On fail target is grappled by Asmodeus always attempting to go for the neck. While grappled Asmodeus cannot attack and can only move 5 ft and can move the target that far as well. At the start of each turn target must make a DC 16 Strength save to escape or take 2d6+4 bludgeoning. On a save Grip is dodged.","reactions":"Guardian Protocol: If an allied creature within 5 ft is targeted with a an attack Asmodeus will attempt to block the attack. For a DC 12 dexterity save, made by Asmodeus, on a success the attack will be redirected to Asmodeus and be made against their AC and will take the damage. On a failed save, Asmodeus will fail to redirect the attack.","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"2667410","tabledata":"","tags":"","isShared":"on","templateId":"22","blockId":"832796","world":"21a01de4-de2f-4d22-a8af-a25e6554b86e","folder":""}