Devil, Alastor (Executioner of Hell)

Family: Devils

Huge fiend (devil), lawful evil

Armor Class 19 (natural armor)
Hit Points 362 (25d12 + 200)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 26 (+8) 24 (+7) 18 (+4) 26 (+8)

Saving Throws Constitution +15, Wisdom +11, Charisma +15
Skills Arcana +14, Acrobatics +10, Deception +15, Insight +11, Intimidation +15, Perception +11, Persuasion +15, Stealth +10
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 21
Languages Abyssal, Common, Celestial, Draconic, Giant, Ignan, Infernal, Terran, telepathy 100 ft.
Challenge 22 (41,000 XP)

SPECIAL TRAITS

  • Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  • Fear Aura. Any hostile target that starts its turn within 20 feet of the Executioner must make a DC 23 Wisdom saving throw, unless the Executioner is incapacitated. On a failed save, the target is frightened until the start of its next turn. If the target’s saving throw is successful, the target is immune to the Executioner’s fear aura for the next 24 hours.
  • Innate Spellcasting. The Executioner’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can cast the following spells, requiring no material components:
  • Legendary Resistance (3/day). If the Executioner fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. The Executioner has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The Executioner’s weapon attacks are magical.
  • Regeneration. The Executioner regains 10 hit points at the start of its turn. If the Executioner takes damage from a silvered weapon, this trait doesn’t function at the start of the Executioner’s next turn. The Executioner is destroyed only if he starts its turn with 0 hit points and doesn’t regenerate.

ACTIONS

  • Multiattack. The Executioner makes one Grimfang attack, one Bite attack, and two Claw attacks, or one Grimfang attack, one Tail Swipe and two Claw attacks. He may substitute one Hellfire attack for his Claw attacks.
  • Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 26 (5d6 + 9) piercing damage and the target must succeed at a DC 24 Constitution saving throw or suffer an additional 44 (8d10) poison damage.
  • Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.
  • Grimfang. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) slashing damage and the target must succeed at a DC 24 Constitution saving throw or die. A creature that is killed by Grimfang cannot be brought back to life by any means short of a wish.
  • Hellfire. Ranged Weapon Attack: +10 to hit, range 60/120 ft., two targets. Hit: 21 (4d8 + 3) fire and necrotic damage.
  • Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage and the target is grappled (escape DC 25). A creature that starts its turn grappled by the Executioner suffers 11 (2d10) bludgeoning damage. The Executioner has only one tail and can grapple only one creature with it at a time.

LEGENDARY ACTIONS

The Executioner can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Executioner regains spent legendary actions at the start of his turn.

  • Strafe. The Executioner moves up to 60 feet, and this movement does not provoke opportunity attacks. At any point during this movement, he may make one Hellfire attack.
  • Execution. The Executioner makes a Grimfang attack.
  • Wing Buffet (costs 2 actions). The Executioner buffets the air with his wings to create a 20-foot cone of powerful wind. All creatures caught in this area must succeed at a DC 25 Strength check or be knocked prone and pushed 15 feet away from the Executioner.
  • Fiendish Recovery (costs 2 actions). The Executioner recovers 50 hit points and ends one condition effecting it.

ABOUT

The Arch Devil Alastor, the Executioner of Hell, is the mightiest of the pit fiends, standing 16 feet tall. This horror has a body cloaked entirely in hellish yellow flames, and huge bat-like wings spread from his scaly body, which glows faintly like cooling steel. Long, ape-like arms end in clawed hands that wield the wickedly curved infernal iron battleaxe Grimfang. The beast’s coal-black eyes are lit with glinting red pupils, and his mouth is filled with row upon row of shark-like fangs.

Alastor’s Keep is found on the great battle planes of Gehenna where the princes of darkness contest against one another for dominion over the throne of Hell. Alastor is an impartial observer in these contests between the demon lords. He seeks only to quench Grimfang’s insatiable thirst in the blood of his brethren and any demons or angels Alastor can get his mighty paws on. Alastor takes great pride in his job, and his axe never falters. When tasked with the execution of a traitor or prisoner, Alastor does the job, neat and clean every time.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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