Medium Celestial (Angel, Devil), Lawful Evil
Armor Class 21 Natural armor
Hit Points 346 (33d10 + 165)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
18 (+4)
CON
21 (+5)
INT
23 (+6)
WIS
21 (+5)
CHA
26 (+8)
Saving Throws STR +15, CON +12, WIS +12, CHA +15
Skills Acrobatics +10, Arcana +12, Athletics +14, Intimidation +14, Survival +11
Damage Resistances Fire, Psychic
Damage Immunities Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Magic resistance. Alith has advantage on saving throws against spells and other magical effects

Legendary resistance (3/day). If Alith fails a saving throw, he can choose to succeed instead

Magic Weapons. Alith's weapon attacks are magical

Innate Spellcasting. Alith's spellcasting ability is Charisma (spell save DC 23, +12 to hit with spell attacks). Alith can innately cast the following spells, requiring no material components
At will: misty step, dispel magic, fireball, crown of madness
3/day each: wall of light, immolation, blight

1/day each: teleport, crown of stars

Actions

Multiattack. Alith makes three attacks: one with The God Lash, and two with his Penitent Blade.

Penitent blade(Longsword). Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 8) [slashing] damage. The target must succeed on a DC 23 charisma saving throw or take an extra (3d10) [psychic] damage

God Lash(Whip). Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 11 (1d6 + 8) [slashing] damage plus 16(4d8) [necrotic] damage if the target is of a good alignment.

 

Legendary Actions

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

Attack. Alith attacks once using The God Lash

Judgment (Costs 2 Actions). Alith locks eyes with a target, penetrating their soul, and forcing them to relive their greatest sins. The target must succeed on a DC 19 wisdom saving throw or be paralyzed. A creature paralyzed by Aliths judgement can use its action to repeat it's saving throw. If it succeeds it is no longer paralyzed.

Recruit (costs 2 actions). Alith casts crown of madness

Detect. Alith makes a wisdom (perception) check

Description

The Devil God of Punishment was a mortal man once, and for the most part he chooses to maintain his human visage as he walks among the material plane. Even in his human form he strikes an imposing figure, standing well over six feet tall with taught, bulging muscles, his signature whip, and trusted longsword hang ready at his side. Alith's blonde hair falling well below he ears, the only clue to his conflicting nature lying in his eyes. One glittering gold, and one burning crimson.

Alith does not like to sit idle, born from a mortal desire to punish wrongdoing, he has spent millennia travelling the planes, punishing gods and devils alike who he believes to have committed sins against the mortal worlds. Burning gods with hellfire, and devils with his radiant light. He cares little who gets in his way, or about his actions potential consequences, seeking only to wipe those who he deems unworthy from existence.

Although he's known largely for his incredible capacity for violence, Alith spends much of his free time living among mortals (frequently indulging in vigilantism while he's there), and is generally regarded as very pleasant and jovial, if a bit course, by the people that he meets.

Far from a loner, Alith is known to put together a teams of powerful mages, and mighty warriors, in order to face threats that might be too much for him to handle on his own. These teams of "bulwarks" as they're known among the mortals are identifiable by their red coats. They preform more delicate operations in Alith's name and at his behest.

Lair and Lair Actions

Alith's Lair

Despite spending much of his time traveling the planes, Alith does keep his true home deep in the mountains of Ysgard overlooking an empty, scorched battle field. The black marble spires of his castle stretch almost as high as the Ysgard peaks, but the outskirts of the castle have no walls to speak of. The insides of the castle are empty, echoing with the screams of those who Alith is still punishing. The throne room is lined with cells filled with demons, devils, and gods who Alith is yet unwilling to let die. Its flores are drenched in blood, the cells filled with nefarious machines, and engines of pain. Despite this the cells are heavily enchanted, constantly healing their occupants until their sentence is complete.

Lair Actions

On initiative count 20 (losing initiative ties), Alith takes a lair action to cause one of the following effects; the Alith can’t use the same effect two rounds in a row:

  • Absorb. Alith diverts the healing magics of his torture chambers, healing himself for 4d10+30hp
  • Wring them out. Alith wrings the all of the blood and viscera out of his captives, and it drains on to the ground, the throne room becomes difficult terrain and if a creature attempts to walk over the area at normal speed it must succeed on a DC 17 dexterity saving throw or slip on the spilled innards and fall prone. If the lair action is not sustained after two rounds the throne room drains and the becomes normal terrain again.
  • Imprison. Alith makes an attack with his god lash, on a hit the target must succeed on a DC 19 strength saving throw or be thrown into, and locked in an open cell. At the end of Alith's turn they will take 2d10 damage, roll 1d4 to determine if it the type of damage is psychic, fire, radiant, or necrotic. If a target is imprisoned they can use an action to repeat their saving throw. On a success they are freed. 
  • Tools of Torture. four floating spikes each hit a creature of Aliths choice, make a ranged attack roll for each spike. Each spike that hits deals 1d4+2  piercing damage.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2019 9:28:53 PM
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Monster Tags: DevilAngel

EastonMorsi

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