Innate Spellcasting. Alavive’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: greater restoration, fear, freedom of movement, eldritch blast(at 17th level).
1/day each: control weather, dispel evil and good, earthquake, fire storm, plane shift (self only)
Legendary Resistance (3/Day). If Alavive fails a saving throw, he can choose to succeed instead.
Magic Resistance. Alavive has advantage on saving throws against spells and other magical effects.
Magic Weapons. Alavive’s weapon attacks are magical.
Alignment. Alavive is a Fallen Empyrean, and has descended from the servitude of the gods to reign over mortal men in the Material. He has become loyal to Orcus, worshipping his power and praying for more of his own. Alavive's alignment is Chaotic Evil.
Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of Alavive's next turn.
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, necrotic, radiant, or thunder.
Change Shape. Alavive magically polymorphs into a medium humanoid that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Alavive's choice).
In a new form, Alavive retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Alavive 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. Alavive regains spent legendary actions at the start of its turn.
Attack. Alavive makes one attack.
Demoralize (Costs 2 Actions). Alavive demoralizes all hostile creatures within 120 feet of him until the end of his next turn. Demoralized creatures have disadvantage on all ability checks and saving throws until the end of his next turn.
Trembling Strike (Costs 2 Actions). Alavive strikes the ground with his maul, triggering an earth tremor. All other creatures on the ground within 60 feet of him must succeed on a DC 25 Strength saving throw or be knocked prone.
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