Medium unknown, Neutral Evil
AC 17 Mage Armor    Initiative +2 (12)
HP 210 (28d8 + 84)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 16 +3 +3
Mod Save
INT 18 +4 +4
WIS 12 +1 +1
CHA 20 +5 +5
Skills Arcana +9, Deception +12, Insight +5, Intimidation +8, Persuasion +10, Stealth +7
Senses Darkvision 60ft, Truesight 120ft; Passive Perception 15
Languages Common
CR 18 (XP 20,000; PB +6)
Traits

 

  • Eyes of the Dark: Alastair can see in darkness, both magical and non-magical, as if it were bright light.

  • Hound of Ill Omen: Once per long rest, Alastair can summon a shadowy hound to track and harass a target of his choosing.

  • Mystic Arcanum: Alastair has access to powerful spells such as Dominate Person, Greater Invisibility, and Finger of Death.

  • Shapechanger: As a bonus action, Alastair can change his appearance or revert to his true form. He can’t duplicate the appearance of a creature he’s never seen, and he reverts to his true form if he dies.

  • Shadow Magic: Alastair wields powerful shadow-based spells, allowing him to manipulate darkness and fear to his advantage.

  • Eldritch Invocations: As a Warlock, he has access to eldritch powers granted by an ancient and malevolent force.

 

Actions

 

  • Multiattack: Alastair can make two attacks with his shadowy claws.

  • Shadowy Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) necrotic damage.

  • Eldritch Blast: Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 10 (1d10 + 6) force damage.

  • Fearful Glare: Alastair targets one creature he can see within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if Alastair is within line of sight, ending the effect on itself on a success.

  • Dark Binding (Recharge 5-6): Alastair casts Hold Person at 5th level. Each creature of his choice that he can see within 30 feet must succeed on a DC 18 Wisdom saving throw or be paralyzed for 1 minute. At the end of each of its turns, the paralyzed target can make another Wisdom saving throw. On a success, the effect ends on the target.

 

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

 

  • Shadow Step: Alastair can teleport up to 60 feet to an unoccupied space he can see.

  • Nightmare Visions: Alastair can force a creature within 30 feet to make a Wisdom saving throw (DC 18) or be frightened for 1 minute.

  • Dark Rejuvenation: Alastair can regain 20 hit points by absorbing shadows around him.

 

Mythic Actions

Mythic Action Name. 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

Alastair Black, secretly a Watcher, is the architect of the Slasherverse and the Nightmare Blight.

He joined the Council under the guise of a mysterious sorcerer, manipulating events to further his dark agenda.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Khaos87NC63923

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