Medium Humanoid (Human, Wizard), Neutral Evil
Armor Class 20 (Ring of protection +3, mage armor)
Hit Points 242 (21d6 + 168)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
23 (+6)
WIS
19 (+4)
CHA
17 (+3)
Saving Throws INT +13, WIS +11
Skills Arcana +13, Deception +10, History +13, Insight +11, Investigation +13, Medicine +11, Nature +13, Perception +11, Persuasion +10, Religion +13
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic
Condition Immunities Charmed, Deafened, Frightened, Poisoned
Senses Passive Perception 21
Languages Abyssal, Aquan, Auran, Common, Draconic, Dwarvish, Elvish, Giant, Ignan, Infernal, Terran, Undercommon
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Acquired Legacy. After studying elves for a century, Alirak has learned how to replicate their nature on himself: magic can't put Alirak to sleep. Alirak does not sleep at all, instead he meditates deeply, remaining semi-conscious for 4 hours a day.

Diabolic Essence. Alirak counts as a fiend for the purpose of targeting spells. As such, a spell which usually affects humanoids like hold person has no effect on him.

Devil's Sight. Magical darkness doesn't impede Alirak's darkvision.

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

Legendary Resistance (3/Day). If Alirak fails a saving throw, he can choose to succeed instead.

Magic Absorption. When Alirak successfully counters an hostile spell with counterspell or dispel magic, he gains temporary hit points equal ten times the spell level.

Greater Concentration. Alirak can concentrate on two spells at the same time.

Greater Ring of Spell Storing. This ring can store up to 8 levels worth of spells at a time. Alirak keeps here important spells he may need but that he usually does not prepare daily, or some emergency spell like teleport or counterspell.

Spellcasting. Alirak is a 21st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Alirak can cast disguise self, detect magic, feather fall, identify, shield, misty step, darkvision, darkness, magic mouth, invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolttoll the dead, light, mage hand, prestidigitation, shocking grasp, minor illusion, message

1st level (5 slots): charm person, silvery barbs, burning hands, mage armor*, magic missile

2nd level (4 slots): detect thoughts, mirror image, misty step, web, shatter, see invisibility, crown of madness

3rd level (4 slots): counterspell, fly, lightning bolt, haste, fireball, dispel magic

4th level (3 slots): charm monster, blightdivinationgreater invisibilitylocate creaturefire shield, summon greater demon, arcane eyeconfusionstoneskin*

5th level (3 slots): cone of cold, scrying, wall of force, hold monsterpasswallteleportation circlerary's telepathic bondmisleaddawndominate personcontact other plane

6th level (3 slot): globe of invulnerabilitychain lightningcreate undeaddisintegratemental prisonscattersunbeamsummon fiendtrue seeing

7th level (2 slot): teleportdelayed blast fireballfinger of deathplane shiftreverse gravitysimulacrum

8th level (2 slot): antimagic field, clonedemiplanedominate monster, mind blankdark starpower word: stunillusory dragon

9th level (1 slot): invulnerability, meteor swarm, gate

*Alirak casts these spells on itself before combat.

Actions

Dagger of Negative Energy +1. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) magic piercing damage plus 28 (8d6) necrotic damage.

Bonus Actions

Bonus Spell. Alirak casts a cantrip or one of his at-will spells.

Elemental AdaptationAlirak can become immune to one type of damage in which he has resistance, but he gets vulnerability to another type of damage among the ones in which he usually has resistance. He can choose where to put the bonus and the malus, but he cannot have more than two invulnerabilities at the same time with this privilege. A 3rd level dispel magic can end one of these effects and prevents Alirak from using this privilege for one minute.

Reactions

Shield. Alirak casts shield on himself if someone beats his base armor class.

Counterspell. Alirak casts counterspell with the lower possible spell slot.

Legendary Actions

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

Cantrip. Alirak casts a cantrip.

Superior Misty Step (Costs 2 Actions). Alirak teleports himself 60ft to one point he can see.

Cast a spell (Costs 2 Actions). Alirak casts a spell of 3rd level or lower.

Previous Versions

Name Date Modified Views Adds Version Actions
11/7/2023 2:37:47 AM
14
1
1.0
Coming Soon
1/27/2024 4:24:03 PM
31
1
1.1
Coming Soon
8/5/2026 3:21:29 AM
159
32
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Coming Soon

Monster Tags: NPCDevilfiendhumanoidHuman

Habitat: UnderdarkUrban

AngryDuergar

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