Legendary Resistance (3/Day). If Alexander fails a saving throw, they can choose to succeed instead
Multiattack. Alexander can make three Reality Blast attacks and activate Reality Bend.
Reality Blast. Ranged Weapon Attack: +11 to hit, reach 40 ft., one target. Hit: 35 (5d10 + 7) damage from any chosen damage type.
Reality Bend. Alexander can bend reality to their will. As an action, choose one of the following effects. They can change or stop any of the effects as a bonus action;
- Upside Down. The room turns completely upside down - each creature must succeed on a DC 19 Dexterity saving throw or take fall damage equal to the 50ft tall room (5d6) and fall prone. On a successful save, a creature only takes half damage and is not knocked prone
- Zero-Gravity. Alexander turns off the gravity in the room. Every creature that does not have a flying speed has their movement speed halved, any creature that makes a ranged attack with a ranged weapon or spell has disadvantage of the attack roll. In addition, any attack that deals bludgeoning, piercing or slashing damage only deals half damage.
- Light's Out. The room is plunged into magical darkness. Alexander has 120ft of Truesight
- Swamp. The floor of the castle becomes a thick, slimy bog - making it difficult terrain. In addition, each creature that is on the floor as the environment changes must succeed on a DC 19 Constitution saving throw or take 3d10 poison damage and be poisoned until the end of their next turn. On a successful save, a creature only takes half damage and is not poisoned.
- Cure. Alexander can remove one status effect on them with no save or check required.
Adaptive Defence. Alexander can absorb some of the oncoming damage to them. As a reaction, they can half the damage they take from one attack and add that amount of damage (including the damage type) to their next damage roll.
Alexander 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. Alexander regains spent legendary actions at the start of their turn.
Reality Blast. Alexander makes one Reality Blast attack.
Teleport. Alexander can teleport to an unoccupied space they can see within range without provoking an attack of opportunity.
Rumpelstiltskin's Revenge. Alexander fires one of Rumpelstiltskin's eye rays at a random creature.
Fireworks. Alexander explodes into a beautiful display of fireworks. Any creature in a 30ft radius of Alexander must succeed on a DC 19 CON save or be blinded and deafened until the end of their next turn.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Alexander takes a lair action to cause one of the following effects; Alexander can’t use the same effect two rounds in a row:
- 5 Reality beasts appear in an unoccupied space and use their entire movement to get as close to a hostile creature as they can
- The reality energy surrounding the castle intensifies, every creature that is hostile to Alexander must make a DC 20 Constitution saving throw. On a failed save, a creature takes 2d12 damage of any chosen damage type. Alexander regains hit points equal to half the total damage dealt to all affected creatures. On a successful save, a creature only takes half the amount of damage, Alexander does not regain any hit points from creatures that succeed on their saving throw
- 1d4-1 wormholes appear on the floor of the castle. These wormholes have a 20 foot radius, any creature that is inside the radius or within 5 feet of it, must succeed on a DC 20 Charisma saving throw or be pulled through the wormhole until the end of their next turn. Whilst in this wormhole, a creature is blinded, deafened and restrained.
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