Alastor

This entity stands at least 16 feet tall and its body is entirely cloaked in hellish red and yellow flames. Huge bat-like wings spread from its scaled body. Its arms end in clawed hands which hold a tight grip on a wickedly curved battleaxe of iron. Its eyes are black with red pupils and its mouth is filled with rows of fangs.
 

Alastor (CR 25)

Large Outsider (Devil, Evil, Extraplanar, Lawful)
Alignment: Lawful Evil
Initiative: +12
Senses: Darkvision 60 feet, Detect Good, Detect Thoughts; Perception +57
Aura: fear (20 feet, DC 38)
  Speed: 40 feet, Fly 60 feet (average)
Space: 10 feet
 

Defense

Armor Class: 48, touch 25, flat-footed 40 (+8 Dex, +23 natural, -1 size, +8 profane)
Hit Points: 660 (40d10+440) Regeneration 10 (good, silver)
Saving Throws: Fort +26, Ref +32, Will +34
Damage Reduction: 20/good and silver
Immunity: fire, poison
Energy Resistance: acid 10, cold 10
Spell Resistance: 34
 

Offense

Melee: +3 unholy vorpal battleaxe +59/+54/+49/+44 (2d6+19/19-20/x3) or 2 claws +55 (2d6+16), bite +55 (4d6+16 plus poison and disease), 2 wings +53 (2d6+16), tail slap +53 (2d8+24 plus Grab)
Reach: 10 feet
  Special Attacks: Constrict (2d8+32)
  Spell-Like Abilities (CL 20th):

Statistics

StrDexConIntWisCha
43 (+16) 27 (+8) 33 (+11) 28 (+9) 30 (+10) 26 (+8)
Base Attack Bonus: +40
CMB +57 (+61 Grapple)
CMD 83
  Feats: Alertness, Awesome Blow, Bleeding Critical, Cleave, Critical Focus, Diehard, Endurance, Great Cleave, Great Fortitude, Powerful Maneuvers, Improved Critical (Battleaxe), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Persuasive, Quicken Spell-Like Ability (Power Word Stun), Quicken Spell-Like Ability (Fireball), Weapon Focus (Battleaxe)
  Skills: Acrobatics +51, Bluff +51, Diplomacy +55, Disguise +51, Fly +49, Intimidate +55, Knowledge (arcana) +49, Knowledge (local) +49, Knowledge (planes) +52, Knowledge (religion) +49, Perception +57, Sense Motive +57, Spellcraft +49, Stealth +47, Survival +50
  Languages: Abyssal, Common, Celestial, Draconic, Giant, Ignan, Infernal, Terran; telepathy 100 ft.
 

Special Abilities

Poison (Ex)

  • Delivery: Bite-injury
  • Fortitude Save: 41
  • Frequency: 1/round for 10 rounds
  • Track: Fatal Constitution
  • Saves: 3 consecutive saves

Disease (Su)

Devil Chills: Bite-injury; save Fort DC 41; onset immediate; frequency 1/day; effect 1d4 Str; cure 3 consecutive saves. The save DC is Constitution-based.

Grimfang

: Grimfang is a Large +3 unholy vorpal battleaxe. A creature subjected to the vorpal effects of Grimfang can only be returned to life by the casting of a miracle, wish, or a true resurrection spell (the last of which must be cast on consecrated ground).
 

Ecology

Environment: Any
Organization: solitary or retinue (Alastor plus 1d2 pit fiends)
Treasure: double standard

  Alastor is thought to be related to, or in fact be, a pit fiend. Legends and stories told by the various rulers of Hell say he is in fact the first pit fiend; the one from which all others were spawned. Alastor has always existed as far as the arch-devils know; none can remember a time before he was there. Though stories say he was thrown down from Heaven when Lucifer and his court were cast down, Lucifer himself has denied such tales.
  Alastor serves as Hell's Executioner. He makes his lair deep within the confines of Asmodeus's palace on the nethermost circle of Hell. He is loyal to none but Asmodeus, and his loyalty has never been in question. Those who have questioned his loyalty to Hell's arch ruler usually find themselves on the wrong end of his axe. Alastor takes great pride in his job and his blade never falters. When tasked with the execution of a traitor, prisoner, or simply someone Asmodeus has grown weary of, Alastor does the job, neat and clean every time. A mortal killed by his hands finds Hell to be a rather pleasant place compared to the eternal torture most endure once they fall to Alastor's axe.
  Alastor resembles a pit fiend in appearance and stands 16 feet tall. He weighs roughly 1,000 pounds. Alastor rarely engages in combat; not because he cannot, but because most such encounters are trivial to him and he becomes bored with it very easily. If pressed into battle, he uses his power word kill ability immediately against his closest opponent. Next, he unleashes a meteor storm, followed by a fireball, before finishing his spell-like abilities with a mass hold monster against as many foes as possible.
  Next he wades into battle with Grimfang and his array of natural attacks. When he finally becomes bored with the battle, he seeks to quickly end it by calling in other devils to finish off any remaining opponents. Should Alastor be in danger at any time, he uses his greater teleport to escape, remembering his foes for a later time, which he will invariably hunt down with a retinue of pit fiends and kill.
  Copyright Notice Author Scott Greene.

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