Assassinate. During his first turn, Alistair has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Alistair scores against a surprised creature is a critical hit.
Evasion. If Alistair is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Alistair instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, Alistair deals an extra 14 (4d6) damage when he 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 Alistair that isn't incapacitated and Alistair doesn't have disadvantage on the attack roll.
Legendary Resistance (2/Day). If Alistair fails a saving throw, he can choose to succeed instead.
Brink Form - Shadow Death. If Alistair falls below half his maximum health, he enters his Shadow Death form. His AC increases by 1, and his attacks become magical and deal necrotic damage. His movement also increases by 10 feet and becomes teleporting.
Multiattack. Alistair makes two Light Crossbow or Dagger attacks.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.
Impossible Acrobatics. After having been missed by an attack, Alistair can use his reaction to move up to 20 feet. This movement does not provoke attacks of opportunity and ignores any other movement restrictions from other abilities.
Shadow Parry (Shadow Death). When being attacked, but before the roll is made, Alistair can make an attack with his Light Crossbow against the attacker (ignoring disadvantage). If Alistair rolled a higher total than the attack roll of the attacker, the attack fails, and they must make a DC 15 Dexterity Saving throw or drop their weapon in a random space around them.
Alistair 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. Alistair regains spent legendary actions at the start of his turn.
Precise Shot. Alistair makes one attack with his Light Crossbow.
Mark a Target (2 Actions). Alistair moves up to his movement speed without provoking attacks of opportunity. He then chooses an enemy he can see within 80 feet. Until the end of his next turn, he has advantage on all attacks made against that target.
Fell Bombardment (2 Actions - Shadow Death). Alistair moves up to his movement speed and then makes up to 1d4+2 attacks with his Light Crossbows. These attacks do not trigger the Constitution saving throw, but push the target 5 feet.
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