| 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.