Huge Fiend (Demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 270 (27d10 + 122)
Speed 40 ft., Fly 60 ft.
STR
27 (+8)
DEX
18 (+4)
CON
25 (+7)
INT
21 (+5)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws DEX +11, CON +14, WIS +10
Skills Arcana +12, Deception +14, Perception +10, Persuasion +14
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 11
Languages Telepathy 120 ft. all
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Alistair's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Alistair can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), command, crown of madness, dissonant whispers, greas

3/day each: dominate person, darkness, gravity sinkhole, hunger of hadar

1/day: dark star, gate, maddening darkness,

Magic Resistance. Alistair has advantage on saving throws against spells and other magical effects.

Magic Weapons. Alistair's melee attacks are magical.

Legendary Resistance (3/Day). If Alistair fails a saving throw, he can choose to succeed instead.

Wounded Fury. While Alistair has 65 hit points or fewer, he has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Siege Monster. Alistair deals double damage to objects and structures.

 

Keening Wail. When Alistair dies, he releases an otherworldly and unearthly sound with his final breath. All creatures within 60 feet of him that can hear him must make a DC 22 Constitution saving throw. A creature takes 22 (5d8) thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the keening wail's area.

 

Actions

Multiattack. Alistair can use his horrifying visage. He then makes two claw attacks. If he hits the same creature with both claws, he can pull that creature within 5 feet of his mouth and make a bite attack against it.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 8) piercing damage.

Teleport. Alistair magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Horrifying Visage. Each non-undead creature within 60 feet of Alistair that can see him must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Alistair is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Alistair's Horrifying Visage for the next 24 hours.

Befouled Breath (Recharge 5-6). Alistair exhales a toxic miasma in a 30-­-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Alistair 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. Alistair regains spent legendary actions at the start of its turn.

Teleport. Alistair uses his teleport action.

Blind Strike. Alistair makes one melee attack.

Cast a Spell (Costs 3 Actions). Alistair casts an innate spell.

Description

Alistair Krauss is a tall charcoal-black skinned tiefling with dark leathery wings, a long pointed tail, cloven hooves, twisted horns, short curly black hair, and six-fingered hands.

Adolescence: Alistair Krauss is a Cambion born from a Shadow Demon and a Tiefling. Shortly after his birth, his mother died from complications and he was left alone. Put into an orphanage at a young age Krauss was an outcast, but one day a small family adopted him and took him home. This family turned out to be a cult of Orcus and performed a ritual on the small boy to bring out his more demonic abilities. Brought up into this cult Alistair adopted their ideology as his own, he followed their beliefs as he was taught how to lie and cheat, to make those around him feel at ease and let him into their homes. Krauss helped the cult for years gathering more members and stretching their belief across the plains until the Empress took notice and had her men destroy all they had built in the blink of an eye. Spared from the slaughter of his flock Alistair had been away in the countryside hunting game when he returned to find his new family dead. Alone for the second time in his life Alistair left the countryside in favor of hiding among the crowd in a city traveling to Wheldrake he spent some years studying magic at a college under a mage who taught him how to draw power from the shadow weave and become a necromancer.

Adulthood. Alistair may have lost his family for a second time but he has found that being alone has its advantages, you can think clearly without the nagging voices of children and act without the permission of authority. Alistair has spent his adult life studying magic under a mage and sharpened his silver tongue in tavern bars to easier spread his influence. After learning all he could from the mage he left Wheldrake and spent years gathering followers in small towns and villages to do his bidding and exact his revenge on the Empress. He created the Ebony Order that can be split into three smaller segments; The Onyx Moths, The Black Hand, and The Obsidian Eye. The Ebony Order is searching for the book of vile darkness, the hand of vecna, and the eye of vecna. He wants to gather these three artifacts to overturn the Orselus empire into a land of the undead and prepare the portal for Orcus to ravage the land.

Monster Tags: NPC

Habitat: GrasslandHillUrban

IsaacBerrymore

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