Medium Undead, Neutral Evil
Armor Class 16 Magic Armour
Hit Points 334 (30d6 + 130)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
22 (+6)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +11, INT +14, WIS +13, CHA +11
Skills Arcana +21, History +19, Insight +19, Medicine +15, Perception +15, Religion +15
Damage Resistances Cold, Lightning, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120ft, Passive Perception 25
Languages Common and any languages he knew before undeath , Telepathy 1 Mile while in Lair
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

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

Enhanced Portents (3/Day). Alister can change an opponents die roll or one of his rolls to one of the following numbers: 5, 10, 15. Modifiers apply to any changed roll.

Spellcasting. Alister is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +15 to hit with spell attacks). Alister has the following wizard spells prepared:

Cantrips (at will): Mage hand, Infestation, Mind Sliver

1st level (4 slots): Detect Magic, Burning Hands, Shield, Mage Armor, Magnify Gravity

2nd level (4 slots): Blindness/Deafness, Darkness, Detect Thoughts, Fortunes Favour

3rd level (3 slots): Counterspell, Dispel Magic, Lightning Bolt, Major Image

4th level (3 slots): Raulothim's Psychic Lance, Arcane Eye, Banishment

5th level (3 slots): Scrying, Temporal Shunt, Negative Energy Flood

6th level (2 slot): Gravity Fissure, Mental Prison, Programmed Illusion

7th level (2 slot): Tether Essence, Firestorm

8th level (1 slot): Power Word Stun, Reality Break

9th level (1 slot): *Foresight, Time Ravage

* Alister casts these spells on itself before combat.

Turn Immunity. Alister is immune to any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 4d8 lightning damage. The target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Siphon Potential. Ranged Spell Attack: +10 to hit, reach 15 ft., one creature. Hit: 4d8 necrotic damage. The target must make a DC 19 Wisdom saving throw. On a fail, Alister heals hit points equal to the damage taken and, if the target is a spellcaster, he regains up to one spell slot below level 6 while the target loses the spell slot. The target has disadvantage on all rolls until the end of their next turn.

Manifest Echoes (5-6). Alister manifests two, translucent blue Echoes of his younger self. The Echoes each have AC 16, 1 hit point and immunity to all conditions. If it has to make a saving throw, it uses Alister's saving throw bonuses for the roll.

The Echoes act after Alister in initiative order. When an Echo is destroyed, Alister takes half of the damage. The Echoes can cast spells from Alisters spell pool up to level 5. Alister can control and summon the Echoes up to 1 mile away

Reactions

Phasing Body. Alister's body rapidly phases in between the current plane and the ethereal plane. Alisters AC is increased by 6. Alister takes 10 radiant damage each time he takes this reaction. This can be used as a bonus action if Alister is being grappled (Escapes Grappled). He takes damage regardless.

Legendary Actions

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

Cantrip. Alister casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Alister uses his Paralyzing Touch.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Alister must make a DC 19 Constitution saving throw against this magic, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one.

Blink (Costs 3 Actions). Alister blinks to a point within 50ft of his current location

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Alister can take a lair action to cause one of the following magical effects; Alister can’t use the same effect two rounds in a row:

  • Alister rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Alister targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Alister to the target. Whenever Alister takes damage, the target must make a DC 19 Constitution saving throw. On a failed save, Alister takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Alister or the target is no longer in the Alister's lair.
  • Alister siphons energy from the Luxon Beacon he is using to power his lair. A beam of pure, potential energy strikes one target. The target must make a DC 19 Constitution saving or take 6d10+10 radiant damage, halved on a success (Recharge 5-6)
  • Alister summons d4+3 Experiments to his current location. 

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2022 2:29:13 AM
7
3
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Habitat: Arctic

RoShiAna

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