Multiattack. Alistair makes two telekinetic attacks.
Spellcasting. Alistair is a wizard like spellcaster with supernatural abilities.
Telekinesis. Ranged Attack, 30/60, +9 to hit. Alistair reaches magically into his surroundings hurling debris and projectiles at his foes. On each attack; roll 1d4 to select the number of projectiles thrown. Each projectile's attack roll is determined separately, and does 1d4+1 damage.
Dual Minded Counterspell. Alistair has the ability to counterspell two spells each turn. Only one countered spell may be offensive magic, and likewise only one may be defensive/support magic.
Legendary Armor Class. Alistair rolls a magical AC on each recieved attack. His base AC is 2d20+10. If the attacker has advantage, his AC is only 1d20+10.
Legendary Saving Throw. Alistair rolls 2d20 to determine his saving throws. In the event he has disadvantage on the saving throw, he rolls 1d20.
Alistair has three total actions to use for legendary actions. He may not use the same legendary action twice in row.
Seize Armor (Costs 1 Action). With a flick of his wrist Alistair begins to crumple the armor of a single target. Until the start of Alistair's next turn the creature has disadvantage on Dexterity saving throws, melee attacks, and their movement speed is reduced by half. This has no effect on creatures with natural armor. Attacks made against this target have advantage.
Levitate (Costs 1 Actions). Alistair selects a single target, levitating them between the floor and ceiling until the start of his next turn. Unless the creature possesses a fly speed, their movement speed is reduced to zero, they have disadvantage on Strength and Dexterity saving throws, as well as ranged attach rolls while they spin helplessly in the air. Once released, they must make a Dexterity saving throw (DC 14) or take fall damage as appropriate and become prone. Attacks made against this target have advantage and successful hits move them 10 ft. in the opposite direction.
Supernatural Step (Costs 1 Action). Alistair takes a step forward and disappears. He reappears in an unoccupied space he can see within 40 ft. at the end of the next Player Character's turn (according to initiative order).
Telekinesis. (Costs 1 Action). Alistair makes a single Telekinetic attack, or activated a single device as though using an action.
Vanish (Costs 2 Actions). Alistair disappears as though under the effect of an Invisibility spell.
Description
Born in the demi-plane of Barovia, Alistair is the eldest of three siblings. Time and the madness of Barovia have twisted and warped his mind and he remembers little to nothing of his childhood. As such, he presumes his surname Zaro to be a shorthand of Zarovich making he and his siblings the heir apparent of the Vampire Lord Strahd Von Zarovich. No one alive has proof or nerve to say otherwise.
Long ago he discovered the means to transition between planes through the strange mists of Barovia and regularly travels to the material plane with his brother and sister to entertain themselves with the lives and politics of Toril.
While his younger siblings are represented as being devoid of compassion and sanity, Alistair is quite sane. He finds the manipulation of mortal man to be an intriguing experiment and very little has been known to unsettle him. As such, the strongest emotional response is often invoked in the defense of, or retaliation on behalf of his brother Delwynn or sister Anna Lisia.
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