Medium Humanoid (Tiefling), Chaotic Evil
Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +4, CHA +7
Skills Arcana +4, Deception +7, Perception +7, Religion +4
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., Passive Perception 11
Languages Abyssal, Common, and Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 17), requiring no material components:

At will: alter self, false life, levitate (self only), mage armor (self only), silent imagethaumaturgy

1/day each: dominate monster, finger of death, plane shifthellish rebukedarkness

Spellcasting. The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp

1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire

Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.

Rod of the pact keeper bearing Demogorgon’s twinned visage, adding +2 to his spellcasting to-hit bonus and spell save DC when using his pact magic, and allowing him to use an action to regain one of his spell slots once per long rest.

Actions

Souldrainer, a +2 magic whip:

Souldrainer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) slashing damage plus 9 (2d8) necrotic damage.

Legendary Actions

Armiaanzer can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Armiaanzer regains spent legendary actions at the start of his turn.

Abyssal Invective. Armiaanzer’s second face speaks, casting vicious mockery on a target in range using his Innate Spellcasting spell save DC.
Whip. Armiaanzer attacks with Souldrainer.
Move. Armiaanzer moves up to his normal speed without provoking opportunity attacks,

 

Monster Tags: NPC

Alathos

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