Algin

by Exun713

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Algin

Medium Fiend (Demon), Chaotic Evil


  • Armor Class. 18 (Natural)
  • Hit Points. 90 (12d8+36)
  • Speed. 30 feet

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 20 (+5)

  • Saving Throws. Charisma +9, Dexterity +6
  • Skills. Insight +10, Perception +10, Deception +13, Persuasion +13, Sleight of Hand +8
  • Damage Resistances. Cold; Fire; Bludgeoning, Slashing, and Piercing damage from nonmagical weapons.
  • Damage Immunities. Poison
  • Condition Immunities. Charmed, Frightened, Poisoned
  • Senses. Darkvision 60 ft, Passive Perception 22
  • Languages. Common, Abysall
  • Challenge Rating. TBD

Demonic Influence. Allistair may reroll the result of any ability check, attack roll, or saving throw he makes. He may also expend 1 use of this ability to reroll any attack made against him. The result of the new roll must be used. Limit three times per day.

Insult to Injury. When Allistair hits with an attack, he can choose add 18 (5d6) Psychic damage to the attack. Limit once per round on his turn, 5 times per long rest.

Magical Resistance. Allistair has advantage on saving throws against spells and other magical effects.

Mask of Many Faces. Allistair can cast disguise self at will, without expending a spell slot. He may also cast alter self, using the Change Appearance option, without expending a spell slot or requiring concentration once per long reset. Using the spelling other options, or additional uses of the spell before completing a long rest require expending a spell slot of at least 2nd level.

Seeds of Paranoia. Allistair can speak to a humanoid alone for at least 1 minute to plant paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw (DC 17) or be frightened of a creature of Allistair's choice for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, they have no hint that he attempted to frighten it.

Soul Catcher. Allistair may regain 10 HP whenever a creature with the Humanoid type within 30 ft falls to 0 HP. This cannot exceed his normal HP maximum and excess HP above maximum is lost. Creatures used for this healing cannot be used for his Who in the Hells? ability as well. Who in the Hells? Allistair can capture the image of any humanoid that dies within 30 ft of him. The image can be used as an action to appear as the dead individual (though alive and uninjured) for 1 hour or until the effect is ended as a bonus action.

While in this guise, he can access any information the subject would have given freely. Another creature can see through the disguise with a successfully Wisdom (Insight) check opposed by Allistair's Charisma (Deception), which benefits from a +5 bonus. Only one image may be kept as a time.

Spellcasting. Allistair is a 12th level spellcaster. His spellcasting ability is Charisma (Spell Save DC 17, Spell Attack +9). He has the following Bard spells prepared.

  • Cantrips (At Will): blade ward, minor illusion, thunderclap, vicious mockery
  • 1st Level (4 slots): disonant whispers, silvery barbs, thunderwave
  • 2nd Level (3 slots): hold person, invisibility, shatter
  • 3rd Level (3 slots): enemies abound, major image, slow
  • 4th Level (3 slots): blight, confusion, dimension door, polymorph,
  • 5th Level (2 slots): insect plague, synaptic static
  • 6th Level (1 slot): mass suggestion

Actions

MultiAttack. Allistair can make two attacks on each Attack action. He favors 2 rapier attacks when in his original personality, or 2 Claw attacks when his corrupted personality is active.

Rapier. Melee Weapon Attack. +7 to hit, reach 5 ft., one target, Hit: 8 (1d8+3) piercing damage.

Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target, Hit: 8 (1d8+3) slashing damage.

Entertaining Fire. (Recharge 6). Allistair calls on his fiendish origins to engulf visible creatures in flames. Each creature Allistair can see within 60 ft. must make a DC 17 Dexterity saving throw. These creatures take 22 (4d10) fire damage and catch fire or half as much and not catching fire on a successful save. Creatures that are engulfed take an additional 11 (2d10) fire damage at the end of their next turn. Engulfed creatures may use their action to make another DC 17 Dexterity saving throw, putting out the fire on a successful save. Allies can use the help action to give advantage on the saving throw.

Legendary Actions

Allstair can take 3 legendary actions per round from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Allistair regains spent legendary actions at the beginning of his turn.

Cantrip. Allistair casts a Cantrip.

Move. Allistair moves up to half his movement speed, without provoking attacks of opportunity.

Spellcasting. (Costs 3 actions) Allistair casts a spell from his spell list, using a spell slot as normal.



 

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