Demon, Alastor
CR 14 XP: 38,400CE Large outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., true seeing; Perception +15
AC 28, touch 10, flat-footed 27 (-1 size, +18 natural, +1 Dex)
HP 104 (11d10+44)
Fort +11, Ref +8, Will +9
DR 15/cold iron and good; Immune electricity and poison; SR 22; Resist acid 10, cold 10, and fire 10
Speed 40 ft.
Melee Vengeful scythe +19/+14/+9 melee (2d6+11/19–20/x4 plus 2d6 against lawful plus 2d6 against good) or 2 claws +25 (1d6+14)
Space 10 ft., Reach 10 ft.
Special Attacks Pronounce sentence, spell-like abilities, summon demons, vengeful scythe
Spell-Like Abilities (CL 11th) At will—arcane eye, chaos hammer (DC 16), deeper darkness, desecrate, detect good, detect magic, dimensional anchor, dispel good (DC 17), greater teleport (self plus 50 pounds of objects only), lesser geas (DC 16), locate creature, magic circle against good (DC 15), polymorph (self only), produce flame, scrying (DC 16), unholy blight (DC 16). Caster level 11th. The save DCs are Charisma-based.
During Combat Alastors spend a great deal of time hunting down potential victims, either at the behest of the Magistrate Cabal or for their own amusement. Once a victim has been chosen, they prefer to use greater teleport to take the quarry by surprise. All encounters begin with an alastor pronouncing sentence. (Though the purpose of this ability is to exact vengeance upon the enemies of the nalfeshnee in the Magistrate Cabal, alastors prefer to use it against all of their victims.) Thereafter, it attacks with its spell-like abilities and vengeful scythe.
An alastor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Str 24, Dex 13, Con 18, Int 12, Wis 15, Cha 15
Base Atk +11; CMB +19; CMD 30
Feats Improved Critical (scythe), Improved Initiative, Supernatural Tracker, Weapon Focus (scythe)
Skills Diplomacy +4, Disguise +16, Intimidate +16, Knowledge (gather information) +24, Knowledge (planes) +15, Linguistics +18, Perception +15, Sense Motive +24, Spellcraft +15, Survival +16
Racial Modifiers +8 racial bonus on Knowledge (Gather Information) and Sense Motive checks.
Languages Alastors speak Abyssal and Common.; telepathy 100 ft.,
Environment The Abyss
Organization Solitary, posse (2–5 alastors), or court (1 nalfeshnee and 2–5 alastors)
Treasure Standard coins; double goods; no items
Pronounce Sentence (Su) Once every 3 rounds, an alastor may point at a single enemy and pronounce sentence upon it by uttering the word “guilty” in Abyssal. The target must immediately make a Will save (DC 17). This is a sonic, mind-affecting effect. If the save is successful, the creature cannot be affected again by that alastor’s pronounce sentence ability for one day. Those who fail immediately drop anything in hand and kneel upon the ground, presenting their necks for a killing blow. A kneeling opponent is considered helpless. The effect lasts 2d4 rounds or until dispelled. The save DC is Charisma-based.
Vengeful Scythe (Ex) An alastor’s weapon is a +1 anarchic, unholy scythe. Further, it ignores the damage reduction of even the most powerful demons (which is one of the reasons even balors fear an alastor on the prowl). The scythe disappears when the alastor dies or if separated from its owner for more than 24 hours. An alastor whose scythe has vanished can magically summon a new one as a full-round action.
True Seeing (Su) Alastors continuously use this ability, as the spell (caster level 11th).
Standing as tall as an ogre but possessing the lithe, muscular frame of an athletic human, this creature has dull mustard-yellow skin and wields a great scythe. Spiky bone ridges cluster at its elbows, shoulders, and on the back of its lizard-like head, out of which shine bright red eyes.;
Many planar travelers make the mistake of assuming that, because the Abyss is chaotic, the demons who dwell within it have no laws. A consortium of nalfeshnee known as the Magistrate Cabal give the lie to such mistaken impressions, and alastors are their servants
From a layer called Black Regulus, these thirteen masked nalfeshnee debate and draft laws that govern the behavior of demons, souls, and visitors from the Material Plane alike.
They then sit in judgment of violators (who most often are tried in absentia), sentencing many to horrific tortures or gruesome death. To the casual observer (and even some dedicated scholars), the body of law created by the Magistrate Cabal is contradictory at best, changing on what appears to be the whim of the nalfeshnee. The laws defer to the demon princes, never seeking to limit their power or influence. Everyone else would ignore the Cabal’s rulings like the mad ramblings they are save for one factor: the alastors.
If the nalfeshnee serve as the legislators and judges in this bizarre legal charade, alastors serve as the executioners. The Cabal dispatches alastors from their lair, entrusting the creatures with carrying out whatever sentence it has decreed (almost always that of death). After an alastor has pronounced sentence, its chosen victim can either fight or run away. In the court of the Abyss, there are no appeals.
Armed with magic scythes that ignore the natural protections of demons, alastors strike fear into the desiccated hearts of all but the hardiest demons. Alastors especially hate those who would bring goodness or just law to the Abyss, and they attempt to destroy such interlopers regardless of the decrees of their masters.
In addition to the massive scythes carried by all alastors, the more dramatic executioner demons deck themselves in voluminous robes and carry hourglasses, gavels, and other symbols of judgment.
Source: The Book of Fiends
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