Spellcasting: The Wizard is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): Fire Bolt, Mage Hand, Minor Illusion, Thaumaturgy
1st level (4 slots): Mage Armor, Magic Missile, Shield
2nd level (3 slots): Mirror Image, Misty Step, Phantasmal Force
3rd level (3 slots): Counterspell, Fireball, Hypnotic Pattern
4th level (3 slots): Greater Invisibility, Polymorph
5th level (3 slots): Wall of Force, Modify Memory
Dynamic Combatant: Alastor prefers to use playful and entertaining methods in combat. He can only move and perform simple actions (like drawing a weapon or opening a door) on his turn. However, after every player's turn, Alastor can use one of his special abilities, spells, or make an attack.
Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.
Devil's Sight: Alastor can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Exploding Flower: Melee or Ranged Spell attack +11 to hit, reach 5 ft. or range 30 ft., one target. Hit 22 (4d10) fire damage. Alastor conjures a flower out of thin air, presents it with a flourish, and then it explodes.
Magical Marionette: The target must succeed on a DC 18 Charisma saving throw or ba charmed by Alastor for 1 minute. While charmed in this way, the target believes they are a puppet in one of Alastor's shows and will perform any action Alastor suggests. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Circus Troupe Assistance: Alastor can call one of his circus troupe members to perform at attack or special ability. After performing their action, the troupe member disappears in a puff of colorful smoke.
- Big Man with Hammer (Alpha): Melee attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 4) bludgeoning damage. Alpha appears from the ground with a hammer, slams it down, and then disappears.
- Acrobatic Girl (Beta): Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d4 + 4) piercing damage. Beta flips through the air, stabs with a dagger, and then vanishes.
- Fire-Breathing Man (Gamma): Ranged Attack: +9 to hit, range 30 ft., one target. Hit: 22 (4d10) fire damage. Gamma steps out from behind a bail of smoke, breathes a gout of flame, and then is enveloped in smoke again.
- Dagger-Throwing Girl (Delta): Ranged Attack: +9 to hit, range 20/60 ft., one target. Hit: 18 (4d4 +4) piercing damage. Delta appears on a high wire, throws a volley of daggers, and then disappears.
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