Innate Spellcasting. Alastor the grim's spellcasting ability is Wisdom (spell save DC 19). Alastor the grim can innately cast the following spells, requiring no material components:
At will: animate dead, charm person, comprehend languages, create undead, detect good and evil (good only), detect magic, dispel magic, fireball, greater invisibility, hold person, magic circle, major image, produce flame, pyrotechnics, see invisibility, suggestion, teleport, wall of fire
1/day each: meteor swarm, symbol
Fear Aura. Any creature hostile to Alastor the grim that starts its turn within 20 feet of Alastor the grim must make a DC 22 Wisdom saving throw, unless Alastor the grim is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Alastor the grim's Fear Aura for the next 24 hours.
Magic Resistance. Alastor the grim has advantage on saving throws against spells and other magical effects.
Magic Weapon. Alastor the grim always carries a Vorpal Battleaxe. Also all weapon attacks made by Alastor the grim counts as magical.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Regeneration. Alastor the grim regains 10 hit points at the start of its turn. If Alastor the grim takes radiant damage, this trait doesn’t function at the start of Alastor the grim's next turn. Alastor the grim dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Legendary Resistance (2/Day). If Alastor the grim fails a saving throw, he can choose to succeed instead.
Multi attack. Alastor the grim makes either three vorpal battleaxe attacks or two claw attacks, two wing attacks, bite and tail attack.
Vorpal battleaxe. Melee Weapon Attack: +20 to hit, reach 15 ft., 1 target. Hit: 31 (3d12 + 13) slashing damage and if Alastor scores a critical hit it decapitates the target unless the target can't be decapitated (DM's choice) in which case they instead take an extra 24 (6d8) slashing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 14 (2d4 + 10) slashing damage.
Wing. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 13 (1d6 + 10) bludgeoning damage and the target must make a dc 22 strength save or be pushed 10ft.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 18 (2d8 + 10) piercing damage and the target must make a dc 22 Constitution save or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 18 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 16 (2d6 + 10) bludgeoning damage and the target must make a dc 22 Dexterity saving throw or be grappled by Alastor the grim.
Alastor the grim can take 2 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. Alastor the grim regains spent legendary actions at the start of his turn.
Command allies (Costs 1 Actions). Alastor the grim shouts a command and any ally of him within 120ft of him that can hear him can use their reaction to move half their movement speed.
Move (Costs 1 Actions). Alastor the grim moves his movement speed without provoking attacks of opportunity.
Off with your head (Costs 2 Actions). Alastor the grim makes a vorpal battleaxe attack with advantage.
Description
Alastor is thought to be related to, or in fact be, a pit fiend. Legends and stories told by the various rulers of Hell say he is in fact the first pit fiend; the one from which all others were spawned. Alastor has always existed as far as the arch-devils know; none can remember a time before he was there. Though stories say he was thrown down from Heaven when Lucifer and his court were cast down, Lucifer himself has denied such tales.
Alastor serves as Hell’s Executioner. He makes his lair deep within the confines of Asmodeus’s palace on the nethermost circle of Hell. He is loyal to none but Asmodeus, and his loyalty has never been in question. Those who have questioned his loyalty to Hell’s arch ruler usually find themselves on the wrong end of his axe.
Alastor takes great pride in his job and his blade never falters. When tasked with the execution of a traitor, prisoner, or simply someone Asmodeus has grown weary of, Alastor does the job, neat and clean every time. A mortal killed by his hands finds Hell to be a rather pleasant place compared to the eternal torture most endure once they fall to Alastor’s axe. Alastor resembles a pit fiend in appearance and stands 16 feet tall. He weighs roughly 1,000 pounds.
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