Devil’s Sight. Magical darkness doesn’t impede Alastor's darkvision.
Deceitful Familiarity. Alastor knows if he hears a lie.
Broadcast. Alastor can use his Demonic Microphone to project his voice to all creatures that are able to hear in a 5 mile radius.
Static Weapons. Alastor’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 36 (8d8) psychic damage (included in the weapon attacks below).
Innate Spellcasting. Alastor’s innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: command, mage hand, prestidigitation, tasha's hideous laughter, dissonant whispers, arms of hadar, unearthly chorus (start of battle), vicious mockery, puppet, heat metal, confusion
3/day each: dispel evil and good, finger of death, synaptic static, counterspell, otto's irresistible dance, phantasmal killer, hallucinatory terrain, hunger of hadar, shadow of moil (start of battle), feeblemind, hypnotic pattern, polymorph, dominate monster, eyebite
1/day each: imprisonment, power word: kill, wish
Legendary Resistance (3/Day). If Alastor fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Alastor can't be affected or detected by spells of 7th level or lower unless he wishes to be. Alastor has advantage on saving throws against spells and other magical effects.
Regeneration. Alastor regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Alastor dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Alastor uses his "Frightful Presence". Alastor then attacks twice with his Demonic Microphone and once with Shadow Manipulation. He can substitute Vice of the Entertainer to cast a spell.
Frightful Presence. Each creature of Alastor's choice that is within 120 feet of him and aware of him must succeed on a DC 22 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 Alastor's Frightful Presence for the next 24 hours.
Shadow Manipulation. Ranged Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 17 (2d8 + 8) necrotic damage plus 45 (10d6) psychic damage.
Demonic Microphone. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage, or 19 (2d10 + 8) bludgeoning damage when used with two hands, plus 44 (8d10) psychic damage. In addition, the weapon emits a burst of shadow that deals 10 (3d6) necrotic damage to each creature within 30 feet of it.
Summon Shadow (5/day). Alastor summons 1d6 Shadows. The summoned Shadows appear within 80 feet of Alastor, acting as allies of him but rolling their own initiative. They remain for 1 hour, until it or Alastor dies, or until Alastor dismisses them as an action.
Vice of the Entertainer (Recharge 5–6). Any creatures Alastor chooses within 60 feet of him must succeed on a DC 26 Constitution saving throw or take 44 (8d10) psychic damage and be stunned for 1 minute. (A creature that succeeds on its saving throw takes half damage and is not stunned.) While stunned in this way, a target is also blinded and deafened. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Alastor magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Static Rebuke. When hit by a melee attack, Alastor uses 'Hellish Rebuke' at 9th level, as per the spell (dealing psychic damage), without expending a spell slot.
Shadow Evasion. When hit by a melee or spell attack, Alastor may use his reaction to magically swap places with any of his Shadow's and gains resistance to the damage type until the end of his next turn.
Alastor 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. Alastor regains spent legendary actions at the start of his turn.
Shadow Static (Costs 2 Actions). Alastor turns his magical gaze toward one creature he can see within 120 feet of him and enraptures it in eldritch runes. The target must succeed on a DC 26 Wisdom saving throw or take 33 (6d10) psychic damage, and gains one level of exhaustion.
Teleport (Costs 1 Action). Alastor uses his Teleport action.
The World is a Stage... (Costs 1 Action). Alastor casts a spell.
Let's Misbehave! (Costs 3 Actions). Alastor recharges and immediately uses his "Vice of the Entertainer" ability.
Description
Alastor is tall for a medium creature, standing at 7". He is quite slim, with sickly pale colored skin, and sharp yellow teeth. He sports a short red angled bob cut with black cowlicks extending from the top of his head, resembling deer ears, and two small black antlers which can grow in size while in his demonic form.
His eyes, have red scleras, bright red irises, black pupils (which can change into radio dials when in his demon form), and wears a black oval-shaped monocle over his right eye.
Alastor wears a dark red pinstriped coat which is slightly ragged along the bottom, a bright red dress shirt with a black cross on the chest underneath and long burgundy dress pants with matching bright red cuffs.
He is also dressed in a red-knotted bowtie, burgundy gloves, and black pointed-toe boots with red deer hoofprints emblazoned on the soles. Alastor also carries a thin cane with a sentient vintage style microphone attached to it which he uses to play sound effects and broadcast his voice.
Personality
Alastor's behavior, mannerisms, and even his voice are similar to an old-fashioned radio announcer. Alastor deviates from the crass nature prominent for most devil's in favor of an amiable persona. Thus, he is always smiling and acts politely. He never stops smiling because he believes it shows power and dominance. If a rival were to frown, he would see them as weak.
"Alastor the Grim", stating he was actually a powerful Devil at one time, THE Executioner for Asmodeus himself (was titled the Executioner of Hell)- but due to an elaborate failure where he broadcasted throughout Nessus his killing and effectively cannibalizing thousands of demons at the cusp of the Abyss by himself, calling himself the "Great Entertainer" of Hell (inadvertently shaming Asmodeus in the process), so he was made an example of and transformed into a "Demon" (something he HATED in life) and banished to a "realm of shadow and doldrums", where his boisterous "entertainment" and foolhardiness wouldn't be able to flourish and he would be forgotten, his deeds destined to "never again be praised by anyone or anything." The legend continues-
That he became a Wendigo of sorts, and "ever hungers to cannibalize souls he can ensnare, be they mortal, devil, or demon." and that he appears to be the 'boogieman' of devils, in ancient times the mention of his name being used to dissuade lesser devils from finishing a contract, for fear their mortal recipient may risk summoning him out of desperation. The commentator notes that this may have led to any literature with his name to be purged, this copy being the last known surviving mention.
It states that he lures those with even an inkling of ambition with a "gilded smile" and a "tune of prosperity". The commentator, a demonologist and archaeologist pens a note here that states he may have been a precursor to the other infamous "deal-making" devils that came after and are more commonly known, but in reality appears to have been cursed to become "something else entirely."
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Posted Dec 7, 2020Demons and devils are two different things.
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Posted Dec 8, 2020I know. For story purposes in my world though, he registers as both.
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Posted Dec 8, 2020Oh ok.