I AM HERE. Al-For Might can burrow through nonmagical, unworked earth and stone.
Number One. If Al-For Might dies, his body disintegrates into crystalline powder, leaving behind only equipment he was wearing or carrying.
Shoot Style Spellcasting. Al-For Might’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues
1/day each: gaseous form, plane shift, wall of stone
High Density Weights. Al-For Might has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.
Multiattack. Al-For Might makes four fist attacks
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Bralspace Smash. Al-For Might throws a punch in order to create a stone projectile in order to shove objects and people away Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Target is knocked back 15 ft.
Now, it is MY turn. Al-For Might can use a bonus action to regain 20 (2d10+9) hit points, so long as he dealt damage this turn or is standing on solid, non-difficult earthen terrain.
Al-For Might 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. He regains spent legendary actions at the start of his turn.
Realmspace Smash: Al-For Might performs that same attack as Bralspace Smash except this move is with a downward punch instead of a straight punch. The punch is powerful enough to create a shock wave. Functions as casting the thunderwave spell, but in a 20 ft. radius instead of a 15 ft. line.
Clusterspace Smash: Al-For runs towards an enemy while keeping his hand flat and hits the enemy on the head while running past them in order to knock them out. The creature must succeed on a DC 18 Constitution saving throw or be knocked prone. A critical failure on this save knocks the creature unconscious.
Krynnspace Smash: When grappled or restrained, Al-For whirls around while enemies have latched onto him, spinning with enough force that when they are released, they are easily thrown through concrete. He loses such condition and any creatures grappling him must make a DC 20 Dexterity saving throw. On a failed save, the creature is launched 30 ft. away and takes 9 (2d8) bludgeoning damage. On a successful save, the creature is only launched 15 ft. and takes half damage.
If Al-For Might has been in combat and not dealt a damage resulting in a killing blow for six rounds, he has access to the following smash.
ASTRAL SEA SMASH: Al-For Might throws an immensely powerful punch and smashes his target into the ground. As Al-For Might's final and strongest move, the impact of this smash is so great that it can not only reverberate shockwaves and leave massive craters in the ground, but also shake the earth powerfully enough to lift nearby buildings.
Al-For targets a creature he is grappling. The creature must succeed on a DC 20 Strength saving throw or take 33 (6d10) bludgeoning damage and be banished to the Astral Sea. At the start of Al-For's next turn, the creature reappears in an unoccupied space within 10 feet of him
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