Medium Humanoid (Human), Chaotic Evil
Armor Class 18 (studded leather)
Hit Points 300 (13d8 + 26)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
20 (+5)
Saving Throws DEX +10, INT +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Condition Immunities Charmed, Frightened
Senses Blindsight 20 ft, Passive Perception 17
Languages Abyssal, Blink Dog, Sylvan, Thieves' Cant plus any one language (usually Common)
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Cunning Action. On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.

Dampening Field. Magic tends to act wrong when cast near or at Alistair, magic AoE damage does not affect him, and all spells that target him have disadvantage on the roll. If the spell attack fails roll a D6 chance die, if it rolls high the spell reflects back at the caster, low it veers of course completely. 

Luck's Retort.  While being attacked in melee range roll a D6 chance die between Alistair and the attacker, if the attacker wins the roll the hit lands. If Alistair wins the roll the attack misses and Alistair gets an opportunity attack. 

Mana Burn.  When Alistair makes a grapple attack and succeeds he attempts to burn up the enemies spell slots, roll a D6 to determine which spell slot level is burned up. 1-5 it burns the corresponding spell slot or the next lowest one available. If a six is rolled the enemy actually gains the highest spell slot they have available back. 

Actions

Multiattack. The thief makes three attacks with its shortsword.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Logic. Ranged attack roll +7 3d8 damage. (see items Logic and Reason)

Reactions

Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.

Mythic Actions

Mythic Resistance 3/day can choose to negate a saving throw.

 

Description

Alistair Gerome is the Clown Prince of Depravity, and runs the Clown Prince Carnival with his twin brother Azazel. The twins are quite mad, however Azazel is the one that can sometimes be reasoned with, where as Alistair just enjoys a good show, no matter who has to pay the price. Originally from Azuria, Evermore's distant future, they were originally sent to track down the Mad Bard Iron Oni, but ended up spending to much time in the feywylds and losing themselves to madness. Eventually they decided to take their personal brand of crazy on the road, and the other planes. So now about every fifty years of so the Carnival makes it's way back to the material plane with new creatures and performances, all while the Twins look for there next victims to put into the show.

The Carnivals in town, and for some it will be the last show they ever see.  

Lair and Lair Actions

Inside of the Big Top Alistair is the sole master of the carnival, with his carnies always at his beck and call to make sure he gets all of the entertainment that he can from the guests and his chosen victims. While in the Big Top Alistair knows where everyone and everything is, as if he had truesight. 

On Int count 20 Firebreathers come out to add some spice to the show, making a flame breath attack at everyone that is fighting Alistair. 3D6 fire damage.

On Int count 10 Trapese artists begin flying through the air throwing and catching knives back and forth, and if some just happen to be dropped and land on the Ringleaders enemies, well that is all just apart of the show. Piercing damage 4D6

On Int count 0 the lesser clowns of the Carnival show up in little cars and begin running around making as much noise and distraction that they can, causing all players to have disadvantage on their next attack.

Monster Tags: NPC

Habitat: Urban

Mrpingpang

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