Crooked Coffin Rites: If the Altroloth were to die on the plane outside of Hades, his body would resurrect itself in (6d6 plus 6) days upon his demise. However to prevent such a thing, his body would need to be drawn and quartered. Each piece, the head, left arm, right arm, torso, left leg, and right leg, must each be placed in a coffin, 6 ft. deep, in six different locations no less than 666 miles apart on a plane outside of Hades. If even one of these steps is not met with absolute precision, the Altroloth's essence will be sent back to Hades at the Siege Malicious, where a new body will be created for it, by the throne. The old body is devoid of life and rots away, leaving nothing but dirt and worms.
Spellcasting. The Altroloth is a 20th-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 18, +10 to hit with spell attacks). The Altroloth has the following spells prepared, requiring no material components:
Cantrips (at will): Dragons Breath, Darkness, Command, Ray of Sickness, Clairvoyance, Alter Self, Invisibility, Revivify, Detect Magic, Detect Thoughts, Dispel Magic
1st level (4 slots): Create/Destroy Water
2nd level (3 slots)
3rd level (3 slots): Fear, *Tidal Wave of Blood
4th level (3 slots): Polymorph, Dimension Door
5th level (3 slots)
6th level (2 slots): Mass Suggestion
7th level (2 slots): Finger of Death, Teleport, Power Word Pain
8th level (1 slot)
9th level (1 slot): Power Word Heal, **Storm of Pestilence
*Tidal Wave of Blood: The Altroloth conjures up a wave of blood that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The blood then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
**Storm of Pestilence: The Altroloth does not need to hold concentration on this spell nor will its effect harm it, as the Siege Malicious its magical focus, holds the concentration for it. The storm will continue to produce effects on the Altroloth's turn, essentially allowing it to concentrate on two spells at once. A gargantuan swarm of flies form, centered on a point the Altroloth can see and spreads to a radius of 333 ft. The unbearable droning of trillions of tiny wings and strong winds roar. Each creature under the swarm (no more than 5,000 ft. beneath the swarm) when it appears must make a Constitution Saving throw, DC 18. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Round 2: Acidic blood falls from the swarm. Each creature and object under the swarm takes 1d6+6 acid damage.
Round 3: 1d4+1 Rot Grubs fall on 6 creatures or objects of the Altroloth’s choice under the swarm. A given creature or object cannot be targeted more than once. A targeted creature must make a DC 12 Dexterity save, on a failed save the Rot Grubs burrow into the creatures flesh dealing 3 (1d6) piercing damage at the start of each of the host creature’s turns. Applying fire to the wound before the end of the host creature’s next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature’s skin to be burned. If a creature infested by one or more rot grubs ends its turn with 0 hit points, it dies as the grubs burrow into its heart and kills it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting there in.
Round 4: Bones and rotting flesh rain from the swarm like hail. Each creature under the swarm takes 2d6+3 bludgeoning damage.
Rounds 5-10: Gale force, putrid winds, and flies assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 necrotic damage. Ranged weapon attacks are impossible. The winds and flies count as severe distraction. Finally, the wind and flies (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area weather mundane or magical.
Magical Resistance: The Altroloth has advantage on saving throws against spells and other magical effects.
Magical Weapons: The Altroloth's melee attacks are magical.
Multi-Attack: The Altroloth makes two claw attacks or one claw and one bite attack.
Wounding Claws: Melee Weapon Attack: + 10 to hit, reach 10 ft., one target. Hit: (3d8+5) slashing damage. The target must make a DC 19 Constitution saving throw, taking (4d10) necrotic damage on a failed save, half as much on a successful one.
Wounding Bite: Melee Weapon Attack: + 10 to hit, reach 10 ft., one target. Hit: (3d10+5) piercing damage. The target must make a DC 19 Constitution saving throw, taking (4d10) necrotic damage on a failed save, half as much on a successful one.
Teleport: The Altroloth can magically teleport 80 ft. to an unoccupied space he can see, as a bonus action.
Attack of Opportunity: The Altroloth can make an Attack when a hostile creature that it can see moves out of its reach. The Attack occurs right before the creature leaves the Altroloth's reach.
After another creatures turn, the Altroloth may use a Legendary action. These actions are restored at the end of the round.
Relentless Resolve (Costs 1 Action). The Altroloth may make another claw or bite attack
Hag Magic (Costs 1 Action). The Altroloth may cast a spell.
Unholy Maw (Costs 2 Actions). The Altroloth may use two actions to make one bite attack, + 10 to hit, 22 (3d10+5) piercing damage, the target must succeed a DC 19 Constitution saving throw or take one level of exhaustion. This effect is magical and cannot be cured by normal rest. It counts as a curse and can only be removed by a greater restoration spell or wish.
Description
Named Dolor, for the immeasurable pain he inflicted during his birth. Dolor’s powers are on par with the Lords of the Devils, and the Princes of the Abyss. Camon, his nighthag mother, relinquished a fair bit of her life force to bless her child with powers of the hells themselves.
Dolor resembles a Giant Tiefling, his body is covered in pale tight skin that is surprisingly resilient to most attacks. Curving horns like that of a dragon, cut through his forehead and curl towards the back. He has a featureless face, completely covered by his scaly skin. Only a Y shaped slit shows,that is until it peels back like a flower to reveal his true features. His face and eyes are like that of an Ultraloth, his eyes burn like infernal golden orbs that ooze puss from his sockets, devoid of all emotion. His obsidian claws drip pestilential puss and black liquod, giving him a surely sinister visage. His maw is rowed with black snaggled fangs that glisten with a terrible poison. After centuries of practice and rituals, he has hewn his body into a catalyst for disease. His fangs and claws bear these diseases, and have claimed the souls of millions in the centuries of his becoming.
One of his favorite pass times has been inciting famine, plague, and war amongst the kingdoms that once ruled Firestia long ago. His soul tally was unmatched in the planes of Hades and Gehenna, thanks to his raw cunning and his complete lack of morality. He sown seeds of deception so deep into the hearts of the kings and queens of old, that their rules were only remembered as mad tyrannical reigns of greed and blood. He has worn the faces of many so called counselors and wisemen. Spreading lies in the courtier’s ears. He has worn the faces of children, always seeking help, when in truth, he seeks your aid as his tools or puppets. Having you believe you are sewing goodness and justice, when in all reality, you are dishing out murderhobo passion in an evil fashion.
Dolor is a true lord of deception, if you think you have him figured out, he has already planned three steps ahead, and is setting his tools of torture aside for your arrival. He is infatuated by the displeasure and pain of other creatures, especially if he has had a hand in their demise, because they trusted him.
His diet consists of either the souls he devours whole or, the taste of fiendish larvae will do just the same, nourishing him for years. He has no need of rest, air, conventional food, procreation, or other day to day habits we as humans take for granted. He has no sort of weakness short of holy magic or weapons, and only the holiest of noble wielders may have a chance to slay him.
Lair and Lair Actions
The Altroloth's lair can come in all shapes and sizes. The Altroloth tends to stay close to humanoid civilization, being drawn to its life force like a fly to rotting meat. Once it has established a base of operations, generally a room no bigger than 30 ft. by 30 ft. It is a player in a long game of disease and famine; and the Altroloth has had centuries to practice its trade.
Lair Actions
On initiative count 20 (losing initiative ties), the Altroloth takes a lair action to cause one of the following effects; the Altroloth can’t use the same effect two rounds in a row:
- The Altroloth summons 1d4 Swarms of Bats/or Insects
- The Altroloth's presence in its lair makes it a truly terrifying image. All creatures looking at the Altroloth must make a DC 13 Wisdom save, or be frightened of the Altroloth for 1 minute. Creatures may try to end this effect, by making another saving throw at the end of their turn.
Regional Effects
•The region containing a legendary Altroloth’s lair is subject to vermin and all manner of pests fill the sky and dirt it lairs in, in a radius of up to 3 miles.
•Diseases are contracted much more easily here as well, leaving bodies wracked with in all manner of unpleasantness. Organic creatures who linger here for more than a week have disadvantage on saving throws vs. disease (see Disease Table in Dungeon Master's Guide.)
If the Altroloth dies, these effects fade over the course of 6d6+6 days.