Medium Fiend (Demon), Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 270 (36d6 + 108)
Speed 40 ft., Fly 40 ft. (Shadow Form)
STR
14 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
24 (+7)
WIS
18 (+4)
CHA
28 (+9)
Saving Throws DEX +12, INT +14, WIS +11, CHA +16
Damage Resistances Cold, Fire, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 24
Languages All Common, telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Ambiance of Dread. Any creature hostile to Alastor that starts its turn within 30 feet of him must make a DC 24 Wisdom saving throw. 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's Ambiance of Dread for the next 24 hours.

Aura of Static. Hostile creatures within 30 feet of Alastor are constantly tormented by deafening radio static. At the start of each of their turns, they take 10 (3d6) psychic damage and are deafened until the start of their next turn. Alastor can toggle this aura off or on as a bonus action.

Dark Bargainer. Alastor can form pacts with mortals and lesser demons. These pacts are magically binding and can grant the bargainer power in exchange for their soul or servitude. The terms of a pact are set by Alastor and are magically enforced. Breaking a pact with Alastor has dire consequences, often leading to the bargainer's soul being consumed or becoming a puppet of Alastor.

Magic Resistance. Alastor has advantage on saving throws against spells and other magical effects.

Regeneration. Alastor regains 20 hit points at the start of his turn. If Alastor takes radiant damage, this trait doesn't function at the start of Alastor's next turn. Alastor dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Magic Weapons. Alastor's weapon attacks are magical.

 

Multiattack. Alastor makes three attacks: one with his Radio Staff, and two with his Eldritch Strike.

Radio Staff. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 14 (4d6) psychic damage.

Eldritch Strike. Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: 22 (4d6 + 9) necrotic damage.

Shadow Tendrils (Recharge 5-6). Alastor summons flailing, inky black tendrils from portals within 60 feet of him. The tendrils fill a 20-foot radius cylinder and are difficult terrain. Any creature other than Alastor that starts its turn in the area or enters it for the first time on a turn must make a DC 24 Dexterity saving throw. On a failed save, the creature is grappled (escape DC 19) and takes 18 (4d8) bludgeoning damage. On a successful save, the creature takes half damage and is not grappled. The tendrils remain for 1 minute or until Alastor dismisses them (no action required).

 

 

Bonus Actions

Reality Warp (1/Day). Alastor can manipulate reality to a limited degree within a 60-foot radius. He can choose one of the following effects:

  • Spatial Shift: Teleport himself and up to 5 willing creatures he can see within the radius to another spot within the radius.
  • Minor Creation: Create an object of up to 5 cubic feet that is nonmagical and appears to be real. The object lasts for 1 hour.
  • Distortion: Cause one creature he can see within the radius to perceive their surroundings as distorted and horrifying. The creature must make a DC 24 Wisdom saving throw or be incapacitated until the end of its next turn.
Reactions

Static Feedback: When a creature within 30 feet of Alastor successfully casts a spell or makes a ranged attack against him, Alastor can unleash a burst of painful static. The attacking creature must make a DC 24 Constitution saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much on a successful one.

Legendary Actions

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. Alastor regains spent legendary actions at the start of his turn.

Move. Alastor moves up to half his speed without provoking opportunity attacks.

Radio Hex (Costs 2 Actions). Alastor targets one creature he can see within 60 feet. The target must make a DC 24 Charisma saving throw. On a failed save, the creature is deafened by maddening static and takes 10 (3d6) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Broadcast Malice (Costs 3 Actions). Alastor unleashes a burst of malevolent energy. All creatures in a 30-foot cone originating from Alastor must make a DC 24 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Alastor, the "Radio Demon," is one of Hell's most feared and enigmatic Overlords. With a perpetually unsettling smile and a booming, old-timey radio voice, he exudes an aura of chaotic charm and sinister power. He is a master manipulator, deal-maker, and a terrifying force in combat, often playing with his prey before delivering a decisive blow. His powers are rooted in eldritch energies, shadow manipulation, and sound, often accompanied by the crackle and pop of vintage radio broadcasts. Alastor is almost always perfectly dressed and maintains an air of polite, yet menacing, theatricality. His true motives are often veiled, but he is a powerful ally or a formidable foe, always with an ulterior motive lurking beneath the surface.

Deathcaller141

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