Fear Aura. Any creature hostile to the Alastor that starts its turn within 20 feet of him must make a DC 25 Wisdom saving throw, unless Alastor is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Alastor’s Fear Aura for the next 24 hours.
Magic Resistance. Alastor has advantage on saving throws against spells and other magical effects.
Magic Weapons. Alastor’s weapon attacks are magical.
Innate Spellcasting. Alastor’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
1/day each:finger of death
Multiattack. Alastor makes four attacks: one with its bite, one with its claw and two with its scythe
Bite. Melee Weapon Attack: +14 to hit. On hit: 30 (3d10) piercing damage and 24 (4d6) necrotic damage.
Claw. Melee Weapon Attack: +14 to hit. On hit: 32 (4d8) slashing damage and 24 (4d6) necrotic damage.
Scythe. Melee Weapon Attack: +16 to hit. On hit: 40 (5d8) slashing damage and 24 (4d6) necrotic damage.
Alastor 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. Alastor regains spent legendary actions at the end of his turn.
Scythe Attack: Alastor makes one Scythe attack
Shadow Step: (Costs 2 Actions) Alastor teleports behind the nearest creature with a shadow that has taken its turn, Alastor then makes a Claw attack.
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