Dark One's Blessing. When the alhel reduces a hostile creature to 0 hit points, it gains 15 temporary hit points.
Devil's Sight. Magical darkness doesn't impede the alhel's darkvision.
Learning. When an alhel uses all three "Crimson..." attacks, it regains a spent spell slot. Duplicate uses of spells do not carry over when this effect is triggered.
Magic Resistance. The alhel has advantage on saving throws against spells and other magical effects. Additionally, the alhel cannot be communicated with via telepathy, and its thoughts/emotions cannot be read.
Spellcasting. The alhel is a 11th-level warlock. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks), and always casts spells at 5th level. The alhel has the following warlock spells prepared, requiring no verbal components:
Cantrips (at will): eldritch blast, frostbite, mage armor, minor illusion, poison spray
1st level: comprehend languages, find familiar, protection from evil and good, unseen servant
2nd level: crown of madness, mirror image
3rd level: counterspell, major image
4th level: dimension door (S component required), wall of fire
5th level: conjure elemental (1/day), flame strike
6th level (does not require spell slot): eyebite (1/day)
Invocations: armor of shadows, eyes of the rune keeper, minions of chaos, repelling blast, voice of the chain master
Multiattack. The alhel makes one "Crimson..." attack and casts one spell. Alternatively, it can sacrifice 10 hit points to make 5 chain attacks, with no more than 3 attacks targeting the same target.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Crimson Scythe. The alhel conjures a scythe made from blood in its hands and makes a melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage, and the target's movement speed is halved until the end of its next turn.
Crimson Onslaught. The alhel opens a 10x10-ft. portal 10 ft above the ground centered on a location it can see, dropping colossal weapons made of blood; creatures in the area must make a DC 15 Dexterity saving throw, taking 13 (1d10+8) piercing damage and being knocked prone on a failed save and taking half damage on a successful one.
Crimson Wake. The alhel opens a minor rift in space in front of it, casting a spew of blood and bone shrapnel in a 10-ft. cone; creatures in the area must make a DC 15 Dexterity saving throw, taking 14 (1d10+8) acid damage on a failed save and half as much on a success.
Description
Alhels are vulpine warlocks that have been tasked by Asmodeus, Lord of the Nine Hells, to oversee a vast library of the true names of devils. Treacherous and conniving, alhels frequently abuse the powers vested to them by Asmodeus to promote and demote infernal minions. Asmodeus's armies have had to quash several rebellions led by alhels and their devilish myrmidons throughout the millennia, but the Devil King refuses to strip the alhels of their titles...
Restricted Access. When in their subdued form, alhels resemble bookish scholars with vulpine features, including twin bushy tails that trail behind them as they walk. Alhels wear custom-fitted muzzles and don heavy stone bracers around their wrists, each inscribed with powerful abjurative runes that faintly glow. Long, long ago when the Nine Hells were disconnected islands drifting in the Elemental Chaos, alhels were powerful, savage fiends that terrorized lesser devils with their strength and cunning. When the true Devil King, Asmodeus, ascended to power, he sealed the alhels in magical restraints that limited their destructive power and tasked them with recording the true names of all the doomed souls that were forfeited to the newly-formed Nine Hells.
Silent but Deadly. Asmodeus sealed off the alhels' innate magical powers using mystical muzzles, prohibiting them from ever verbally communicating in the process. Alhels have spent the past couple of millennia quietly doing their bidding while secretly amassing legions of lesser devils that owe them their allegiance through secret promotions. The ever-patient alhels develop new forms of magic in their isolation, attempting to find the correct strain that will remove their cursed collars once and for all. In the mean time, though, alhels have developed a rich and expressive sign language tradition that can be understand by creatures with a Charisma score over 15.
Infernalesque. Alhels are not originally from the Nine Hells, and therefore do not have true names.
Comments