Medium Humanoid (Demon), Chaotic Neutral
Armor Class 13 Natural armor
Hit Points 42 (6d8)
Speed
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
13 (+1)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws DEX +5, CHA +6
Damage Resistances Psychic
Condition Immunities Charmed
Senses Passive Perception 15
Languages Alastor understands all languages he knew in life.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Special Traits:

  1. Radio Broadcast: Alastor can communicate telepathically with any creature within 30 feet that understands a language. He can also broadcast his thoughts over a short range, affecting those who tune in.
  2. Hidden Dagger: Alastor carries a hidden dagger in his cloak.
  3. Music-Based Abilities: Alastor’s Bardic abilities are centered around music from the 1920s-30s.

 

Actions

Actions:

  1. Vicious Mockery: Alastor can unleash a weaponized insult. The higher the dice roll, the more brutal the insult. A roll of 20 results in psychological damage to enemies, while a roll of 5 or less affects teammates.
  2. Hidden Blade Strike: Alastor can use his walking stick (classed as a Quarterstaff) to strike with a hidden blade at the bottom.

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Bonus Actions
  1. Bonus Action:

    • Spectral Tune: Alastor can channel his radio energy to create a spectral tune. As a bonus action, he can choose one of the following effects:
      • Inspiring Melody: Alastor grants temporary hit points to an ally within 30 feet. The ally gains 1d6 + Charisma modifier temporary hit points.
      • Dissonant Frequencies: Alastor targets an enemy within 30 feet. The enemy must make a Wisdom saving throw (DC equal to Alastor’s Charisma modifier). On a failed save, the enemy takes 2d6 psychic damage and has disadvantage on its next attack roll.

 

Reactions

Reactions:

  1. Eldritch Dodge: Once per round, Alastor can use his reaction to avoid an attack by phasing out of reality briefly.

 

Legendary Actions
  1. Legendary Action (3/Day):

    • Eldritch Pulse: Alastor can emit a pulse of eldritch energy. He spends one legendary action to do one of the following:
      • Radio Burst: Alastor targets a creature within 60 feet. The target must succeed on a Dexterity saving throw (DC 15) or take 3d8 force damage.
      • Dimensional Shift: Alastor teleports up to 30 feet to an unoccupied space he can see.

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Mythic Actions
  1. Mythic Action (1/Day):

    • Apex Broadcast: Alastor taps into his mythical power, broadcasting his presence across dimensions. He can choose one of the following effects:
      • Reality Distortion: Alastor alters reality within a 30-foot radius. Creatures in that area must make a Wisdom saving throw (DC 18) or be stunned for 1 minute.
      • Soul Symphony: Alastor plays a haunting melody that affects all creatures within 60 feet. Each creature must make a Wisdom saving throw (DC 18) or take 6d10 psychic damage and become frightened for 1 minute.

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Description

Monster Characteristics:

  • Armor Class: 13 (Natural armor)
  • Passive Perception: 15
  • Hit Points: 6d8 + 12 (average 42 hit points)
  • Strength: 9 (-1)
  • Dexterity: 14 (+2)
  • Constitution: 11 (0)
  • Intelligence: 13 (+1)
  • Wisdom: 15 (+2)
  • Charisma: 16 (+3)

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Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Demon

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