| Information | Type | | ---------------- | ----------------------------------------------------------- | | Frequency | Rare | | No. Encountered | 1-2 | | Size | M (3'-6') | | Move | 60 ft | | AC | 5 | | Hit Dice | 44 HP (8d5+4) | | Attacks | 2 | | Damage | [[Fiendstaff]] | | Special Attacks | See below | | Special Defenses | See below | | Magic Resistance | None | | Intellegence | Standard | | Alignment | Chaotic Evil | | Treasure | Personal, a few coins, a medium gem, and the [[Fiendstaff]] | | XP | 4,000 per kill | The cult leader of Asmodeus is immune to charm-like ([[Charm Person]]) and fear-like spells. The cult leader of Asmodeus wields a [[Fiendstaff]]. It's a +2 weapon (3-8 damage) and when someone is hit by it must succeed on a DC 7 constitution saving throw or be blinded for 1d4+2 rounds. Any creature that touches the staff instantly becomes a zealot follower of Asmodeus and its alignment becomes chaotic evil. Furthermore, if the creature's original alignment is non-evil, it takes 4d10 damage. It can cast the following spells at 7th level cleric three times per day: - [[Cause Fear]] - [[Magic Missile]] It can cast the following 7th level spells, once per day: - [[Confusion]] - [[Fireball]] - [[Wall of Fire]] The cultists of Asmodeus can see through darkness, magical or not, up to 60ft.