Alastor The Grim (Executioner of Hell) (CR 23)
Huge Outsider (Evil and Lawful)
Alignment: Always lawful evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +53, and Spot +53
Languages: Infernal, Common, telepathy 100 ft.
AC: 34 (-2 size, +1 Dex, +25 natural), touch 9, flat-footed 33
Hit Dice: 39d8+390 (565 hp); DR: 20/good and silver
Fort +31, Ref +22, Will +30
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +39; Grapple +43
Attack: Huge +4 vorpal battleaxe +56 melee; or 2 claws +51 melee, 2 wings +49 melee, bite +49 melee, tail slap +49 melee
Full Attack: Huge +4 vorpal battleaxe +56/+51/+46/+41/+36 melee; or 2 claws +51 melee, 2 wings +49 melee, bite +49 melee, tail slap +49 melee
Damage: Huge +4 vorpal battleaxe 2d8+18; or claw 2d4+14, wing 1d6+7, bite 2d8+7 and poison plus disease, tail slap 2d6+7
Special Attacks/Actions: Spell-like abilities, fear aura, improved grab, constrict 2d6+21, summon devils
Abilities: Str 39, Dex 13, Con 30, Int 28, Wis 28, Cha 24
Special Qualities: SR 30, devil qualities, see in darkness, telepathy, regeneration 20
Feats: Alertness; Blind-fight; Cleave; Dodge; Great Cleave; Improved Critical (battleaxe); Improved Initiative; Multiattack; Power Attack; Weapon Focus (battleaxe)
Skills: Bluff +47, Climb +44, Concentration +52, Diplomacy +49, Disguise +42, Gather Information +51, Hide +29, Intimidate +49, Jump +54, Knowledge (arcana) +51, Knowledge (planes) +51, Listen +53, Move Silently +37, Search +49, Sense Motive +44, Spellcraft +44, and Spot +53
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (3-6 pit fiends)
Treasure/Possessions: Standard coins; double goods; standard items
Spell-like Abilities: At will -- animate dead, blasphemy, charm person, comprehend languages, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, pyrotechnics, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/week -- wish; 1/day -- meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).
Fear Aura (Su): As a free action, Alastor can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 20th-level sorcerer (save DC 39). If the save is successful, that creature cannot be affected again by Alastor's fear aura for one day.
Poison (Ex): Bite, Fortitude save (DC 39); initial damage 2d6 temporary Constitution, secondary damage death.
Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 39) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). (See Disease.)
Improved Grab (Ex): To use this ability, Alastor must hit a Large or smaller opponent with its tail slap attack. If he gets a hold, he can constrict.
Constrict (Ex): Alastor deals 2d6+21 points of damage with a successful grapple check against Large or smaller creatures.
Summon Devils (Sp): Three times per day Alastor can automatically summon three lemures, osyluths, or barbazu, two erinyes, hamatulas, cornugons, or pit fiends.
Regeneration (Ex): Alastor takes normal damage from holy and blessed weapons of at least +3 enchantment.
Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.
See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Alastor can communicate telepathically with any creature within 100 feet that has a language.
Alastor was first mentioned in Dragon #75 (Ed Greenwood and Gary Gygax, 1983).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).