Large Swarm of Large fiends, Chaotic Evil
Armor Class 15 ultra demonic
Hit Points 180 (20d20 + 1)
Speed
STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
4 (-3)
Saving Throws DEX +4
Damage Immunities Acid, Cold, Fire, Lightning, Necrotic, Thunder, Petrified (Aberrant Armor Only)
Gear Radio Staff
Senses Passive Perception 2
Languages Demonic, English, Spanish
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Radio Discussion: Alastor the Radio Demon's voice is suddenly broadcast through all of the screens nearby. His voice is reassuring, making him gain +4 HP, and costing a player of Alastor's choice to lose 2 HP.

Spellcasting. The [Alastor The Radio Demon] is a 6-level spellcaster. Its spellcasting ability is [DEX] (spell save DC 13, +7 to hit with spell attacks). The [Alastor The Radio Demon] has the following [Demonic] spells prepared:

Revival's Return: Alastor The Radio Demon teleports within 15ft of any nearby platform and is suddenly teleported to that place within the blink of an eye. Adds +1 Glitched Radio Effect to one target of your choice.

Sharpened Summoning: Alastor The Radio Demon, out of pure anger, summons balls of darkened hell that can be killed in five hits, but two are summoned, and this spell cannot be used again until both balls are dead. The balls deal 4 dmg per successful hit, but requires one of Alastor's turns per attack; otherwise, they sit there idle. Higher roll is successful.

 

Actions

Tentacle Grab: Alastor lunges a tentacle at one target and grabs them. Roll DEX saving throw, and get +15 to dodge, otherwise Alastor squeezes the lifeless soul out of the target's body, dealing +3 dmg.

Tentacle Stab: Tentacle (Spear): +10 to hit, reach 15 ft., 1 target. Hit: 2 (1d4 + 0) [buldegoning] damage. Adds +1 Glitched Radio Effect

Radio Scythe. The Radio Staff (Acts as a Scythe): +13 to hit, range 15/45 ft., multiple targets. Hit: 3 (1d4 + 1) [Piercing] damage.

Bonus Actions

The Awakening Of True Hellish Terror: To activate this ability, you must have three people at Level 3 for the Glitched Radio Effect. Cost 30 HP.

Reactions

Glitched Radio Effect: Once the effect is applied, every turn an opposing enemy does, it removes the player's item for one turn. This effect only lasts for one turn, but can be extended with more effect attacks. This effect can hit up to 3 targets at a time at most. Any radio effects are transferred as Glitched Radio Effects. The player can roll a +18 on their own turn to reverse the effect entirely.

Level I - Removes Item 1 Turn

Level II - Removes Item 1 Turn, -2 Modifier

Level III - Removes Item 1 Turn, -3 Modifier

Level IV - Removes Item 2 Turns, -3 Modifier, -2 Spell Dmg

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

The Awakening Of True Hellish Terror: As the ground around the targets shakes, the land turns to a volcano, with a sharp, floor-like surface. Towers and buildings fall to ash, and trees of tetancles align the great once big skyscrapers as the sky turns a dark red. The ground collapses, and all the targets fall deep into the ground, where they all wake up in hell. To escape hell is up to the DM.

Hell's Show (Costs 1 Action): For each of Alastor's turns, everyone deals +8 dmg, and their Glitched Radio Effect goes up one level. This attack cannot be stacked and can only be used three times throughout the lifespan of Alastor The Radio Demon.

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.

Monster Tags: controller

Habitat: Planar (Elemental Chaos)

JonnyPro2233

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