Large Swarm of Medium undead, Unaligned
Armor Class 10 demonic
Hit Points 150 (20d20 + 2)
Speed
STR
10 (+0)
DEX
9 (-1)
CON
10 (+0)
INT
12 (+1)
WIS
8 (-1)
CHA
7 (-2)
Saving Throws STR +5
Damage Resistances Poison, Psychic
Damage Immunities Slashing
Condition Immunities Charmed, Frightened, Invisible, Restrained
Gear Radio Staff
Senses Passive Perception 15
Languages French and English
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Perpetual Smile: Alastor grins very strongly in a smile towards one target within 5 meters of him. When doing so, he suddenly gains +D6 health and adds "Radio Effect" to the target for his next turn.

Spellcasting. The [Alastor] is a 6-level spellcaster. Its spellcasting ability is [DEX] (spell save DC 13, +8 to hit with spell attacks). The [Alastor] has the following [Demonic] spells prepared:

Hell's Deception: Alastor can summon a figure just like him to manipulate the others into confusing everyone with who's who. This can be stacked up to 3 times at most. Once the fake illusion is hit, it disappears, limiting Alastor's clones and illusions.

Shadow Puppets: Alastor summons a ball with big, sharp teeth that attempts to attack multiple targets. The ball can be broken with four attacks, but the ball can roll a 16+ or higher to dodge. The ball deals +2 dmg per attack on a single target. It lunges forward 10ft each time attempted, missed, or hit.

Actions

Radio Slash: Alastor slashes at one target with his radio staff. It deals +5 dmg if hit, and the survivor must roll an 18+ or higher to dodge; they are hit, and knocked back 15ft.

Radio Charged: Radio Staff: +8 to hit, reach 10 ft., 1 target. Hit: 5 (1d6 + 2) [electric] dmg.

Slice Of Hell: Radio Staff: +10 to hit, range 25/30 ft., 3 targets. Hit: 7 (0d6 + 0) [Slashing & Radio Effect] dmg.

Bonus Actions

The Awakening Of True Hellish Terror: To activate this ability, you must have everyone with the radio effect, and they all must be 25% below the boss's health. It also costs 50% of Alastor's health, but he gains 25 hitpoints. 

 

Reactions

Radio Effect: Once this effect is applied, every turn an opposing enemy does, it adds a -3 modifier to all attacks, and decreases player damage by 2. This effect only lasts for one turn on the radio-affected person and cannot be stacked, but it can be used every time the effect for that person wears off. This effect can hit up to 3 targets at a time at most.

Legendary Actions

As Alastor gives one final charming smile, he chuckles at the targets, suddenly bones of immense strength tear from the ground underneath him, building him a tower, encasing him with vines as it starts rapidly glitching. The floor glitches, giving -2 disadvantage to all target attacks for their next turn until it is his again. By then if his tower of 50HP is not destroyed, he screams in agony and the vines vanish, and a tornado of hell ravenges over the once beautiful land, lava, ashes, everything is gone, destroyed, and finally Alastor makes his descent downwards. He is now Alastor the radio demon. Everyone is shivered to their core as he smiles once more before it begins. 

The Reimagining Of Hell Itself (Costs 1 Actions). Upon Alastor reaching 0HP, for the cost of rolling 9 or higher three times, he can revive himself in this new form, radio demon. 

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

Alastor, the "Radio Demon" from Hazbin Hotel, was  who made a deal for immense power in Hell, becoming one of its most feared Overlords after his death around 1933, known for his manipulative nature, Voodoo-esque magic, and shadowy abilities, all while broadcasting his chaos. He appears as a powerful, enigmatic demon, offering help to Charlie at the Hazbin Hotel purely for his own amusement. However, his true goals and the specifics of his deal remain mysterious.

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.

Habitat: Planar (Nine Hells)

JonnyPro2233

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