Medium Humanoid (Human), Lawful Evil
Armor Class 17 (Unarmored Defense)
Hit Points 102 (12d8 + 48)
Speed 40 ft.
STR
10 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
13 (+1)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws STR +3, DEX +7, CON +7, INT +4, WIS +6, CHA +6
Skills Acrobatics +7, Athletics +3, Deception +6, Persuasion +6, Religion +4, Stealth +7
Damage Resistances Cold, Poison
Condition Immunities Charmed, Frightened, Paralyzed
Senses Passive Perception 13
Languages Common, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (2/Day). If Alexandre fails a saving throw, he can choose to succeed instead.

Special Equipment. Alexandre carries a Dragonhide Belt, +1.

Unarmored Defense. While Alexandre is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Insight of Levistus. 
Alexandre gains a +5 bonus to initiative.
Alexandre can't be surprised while he is conscious.
Other creatures don’t gain advantage on attack rolls against Alexandre as a result of being unseen by him.

 

Actions

Multiattack. Alexandre attacks three times: once with Chilling Strike and twice with his staff.

Chilling Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) cold damage, and if the target is a creature, it must succeed on a DC 16 Constitution saving throw.
On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both.
If the save is failed by 5 or more, the target is paralyzed.
This lasts until the start of Alexandre’s next turn.

Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6+4) bludgeoning damage, or 6 (1d8+4) bludgeoning damage when used with two hands, and an extra 1d6 necrotic damage.

 

Bonus Actions

Nimble Escape. Alexandre takes the Disengage or Hide action.

Heal Self (Recharges after a Long Rest). Alexandre regains 2d8 + 4 hit points, and all levels of exhaustion end on him. 

Patient Defense. Alexandre can take the dodge action as a bonus action on his turn.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, Alexandre deflects the missile. The damage he takes from the attack is reduced by 1d10 + 12. If the damage is reduced to 0, Alexandre catches the missile if it’s small enough to hold in one hand and Alexandre has a hand free.
If Alexandre catches a missile in this way, he can make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction.
Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d6+4) piercing damage.

Legendary Actions

Alexandre 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. Alexandre regains spent legendary actions at the start of his turn.

Swift Moves. Alexandre moves up to 20 feet. This movement does not provoke opportunity attacks.

Chilling Strike (Costs 2 Actions). Alexandre uses Chilling Strike.

Description

High ranking member of a cult of Levistus.
A well spoken, well dressed and charming gentleman with a calm demeanor, using a stylish walking stick as his staff weapon. 

This character was made for a very specific purpose for my own campaign, tailored for my own party, so he probably isn't properly balanced for general use, but hopefully he might be a good source of inspiration.
It is highly likely that you'll find several things in the stat block that isn't properly RAW, so do keep this in mind.

He lacks actual KI points, as it wouldn't be worth tracking in combat IMO, even though a lot of his abilities sounds like they should use a limited resource.

Mental_Moose

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