Ruby Rod of Asmodeus

by Waldorf

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Ruby Rod of Asmodeus

Wondrous Item (Rod), Relic (Requires Attunement)


The rod either uses your spellcasting modifier and save DC or its static DC (spell save DC 19, +11 to hit) whichever is higher.

Any creature besides Asmodeus that tries to attune the rod must make a DC 25 Constitution saving throw. On a successful save the creature takes 16d10 necrotic damage and succeeds on attuning to the item. On a failed save, or when the creature is reduced to 0 hit points from the damage taken from the successful save, the creature dies and his soul is sent to the nine hells for all eternity. Only a wish spell or divine intervention can free them.

Once you attune this item, you can use its features and your alignment shifts to lawful evil. In the hands of one who is attuned to it, the rod can be wielded as a magic mace that grants a +5 bonus to attack and damage rolls made with it. The rod deals an additional 3d10 necrotic damage on a hit. While you hold it, you gain a +5 bonus to spell attack rolls and spell save DC.

Protection. You gain a +3 bonus to your Armor Class while holding the rod.

Spells. The rod has 7 charges. While holding it you can expend some of its charges to cast one of the following spells from it using the spells required action. You can increase the spell slot level by one for each additional charge you expend:

  • acid arrow (3rd level version, 1 charge),
  • command (1 charge),
  • cone of cold (3 charges),
  • counterspell (3 charges),
  • eldritch blast (17th level, 0 charges),
  • inflict wounds (3rd level version, 1 charge),
  • lightning bolt (1 charge),
  • wall of force (3 charges).

The rod regains 1d4+3 expended charges each day at dawn.

When Asmodeus or a follower blessed by him casts a spell from it, they do so using 2 fewer charges than normal (minimum of 0).

Protection of Asmodeus. As a reaction when you are targeted by an attack, you can expend 2 charges of the rod to activate the Protection of Asmodeus. Until the end of your next turn, any damage dealt to you heals you for that amount instead.

Reverie of Nessus. As an action, you can encase yourself in a protective barrier which heals you and stops enemies from attacking you. This barrier acts as a globe of invulnerability. The Reverie of Nessus lasts for three rounds.

  • In the first round, the wielder is automatically purged of any unwanted spell effects of conditions.
  • In the second round, the wielder is purged of any diseases, poisons, or physical maladies (including lost body parts).
  • In the third round, the wielder is healed to full hit points and feels as though they just rested a full day, regaining spells and class abilities accordingly.

Once you use this property of the rod, you can't use it until the next dawn.

Right of Rulership. You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 25 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. Once you use this property of the rod, you can't use it until the next dawn.

Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 25 Wisdom saving throw. On a failure, the target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn.

Destroying the Ruby Rod. While Asmodeus yet lives, the Ruby Rod is utterly indestructible. If Asmodeus is killed for good, the rod can be destroyed by taking it into an antimagic field or dead magic zone and destroying it as one would any mundane scepter.