Legendary Resistance (3/day). If the Alastor fails a saving throw, it can choose to succeed instead
Devil's Sight. Magical darkness doesn't impede the Alastor's darkvision.
Innate Spellcasting. Alastor's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks), It can innately cast the following spells, requiring no material components:
At will: vicious mockery (4d4 damage), command, dissonant whispers, tasha's hideous laughter
3/day each: hunger of hadar, summon shadowspawn, dispel magic, fear
1/day each: evard's black tentacles, shadow of moil, synaptic static, enervation
Unleash True Self. Alastor reveals his terrifying form. All creatures of his choice within 120 feet must succeed on a DC 23 Wisdom saving throw. On a failure they are frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition he gains the following benefits:
He gains resistance to all damage types except radiant. If he already had resistance he gains immunity.
He gains advantage on saving throws against spells and other magical effects.
His lair actions summon double the number of darkness areas or shadows.
As part of his multiattack he can now cast spells of his 3/day options.
The transformation lasts for 1 minute and Alastor can end it at will.
Multiattack. Alastor makes two Shadow Tendril attacks and casts one of his at will spells. He can't cast the same spell two rounds in a row.
Shadow Tendril. Melee Spell Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) necrotic damage and 17 (2d8 + 8) piercing damage. When both the target of the attack and Alastor are in darkness the reach of this attack is increased by 10 feet and it deals an additional 1d8 of each damage type.
Shadow Blend. While in darkness, Alastor can Hide as a bonus action, even while being observed.
Sinister Satire. Alastor taunts all creatures within 60 feet. All creatures who can hear him are affected as if by the Vicious Mockery cantrip.
Absorb Shadows. Alastor absorbs the shadows of a darkness spell he is within range of to replenish his strength. The darkness dissipates and he regains 20 hit points. If Alastor received radiant damage since the end of his last turn he only restores 10 hit points
Disperse into Shadow. When Alastor is hit with an attack, he can halve the attack's damage against him and teleport up to 60 feet to an unoccupied area
Disperse into Shadow. Alastor 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 its turn.
Attack. Alastor makes one Shadow Tendril attack.
Shadow Step. Alastor teleports up 150 feet to an area of darkness.
Cast a Spell (Costs 2 Actions). Alastor uses Spellcasting.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
OVERLORD OF HELL
Alastor smiles, always. It's not the warmth of a friend or the joy of a lover; it's the grin of a predator, satisfied yet always hungry. In the Hells where he resides Alastor's position as an Overlord is unchallenged, a testament to the countless souls that have fallen under his sway. Each spirit that bends to his will fortifies him, their despair a nourishment more potent than any feast of the flesh. In the economy of the abyss, souls are both currency and sustenance, and Alastor is a collector with an insatiable appetite.
DEALMAKER
Those who bargain with Alastor find themselves in a game where the rules were written long ago and their only option is to sign. Each deal is a hunt, and he is both the hunter and the bait.
Power is his to bestow, and many come seeking it, their eyes hungry, their hands open. But Alastor knows the weight of power, the balance of give and take. His deals are simple in words, complex in their unfolding, like a path through dense woods that many will walk but none will leave
ORIGIN AND TRUE FORM
Alastor was once mortal, a man of greed and towering ambition. His heart beat with the desire for power, for dominion over his fellows. It was this thirst that led him to the chase of a creature of legend, a deer said to be a sliver of a divinity.
The hunter stalked his prey. The prey, a stag both strong and proud, who's life began with the formation of world, refused to be the victim. Man and beast met. Man and beast clashed. Man and beast slew one another. But Alastor, in his final moments, driven by a will that not even death could claim, mixed his blood with that of the stag.
Now, in the depths of Hell, Alastor can call upon this legacy, this power won with his last breath. The visage of the deer, once a symbol of purity and strength, now mirrors the corruption of his soul, twisted and formidable. When he dons this form, it is a sight of awe and terror, as his still smiling face is etched into your mind. Once predator, then prey, now both entwined.
Lair and Lair Actions
On initiative count 20 (losing initiative ties) while in his lair, Alastor can take one of the following lair actions, he can't take the same lair action two rounds in a row:
- Summon Darkness. Two areas of magical darkness appear as per the Darkness spell. The next time this lair action is used, the number of areas of darkness increases by 1.
- Summon Shadows. Alastor calls forth shadows to assist him in battle 2d4 Shadows appear in unoccupied spaces that he chooses within the lair. The next time this lair action is used, the number increases by 1d4
Comments