b'Devil, Alastor (Executioner of Hell) \n'b'  Family:   Devils  \n'b'  Huge   fiend  (devil),  lawful evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  362 (25d12 + 200)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 28 (+9) DEX:  16 (+3)  CON:  26 (+8)  INT:  24 (+7)  WIS:  18 (+4)  CHA:  26 (+8)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Devil\xe2\x80\x99s Sight . Magical  darkness  doesn\xe2\x80\x99t impede the  devil\xe2\x80\x99s   darkvision . \n'b'  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\xe2\x80\x99s saving throw is successful, the target is immune to the Executioner\xe2\x80\x99s  fear  aura for the next 24 hours. \n'b'  Innate Spellcasting . The Executioner\xe2\x80\x99s 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:\n'b'\n'b'\n'b'  At will :  animate dead ,  bane ,  detect evil and good ,  detect thoughts ,  dispel magic ,  hold monster ,  invisibility ,  magic circle ,  major image ,  teleport  (self only),  true seeing ,  power word stun ,  wall of fire  \n'b'  3/day :  confusion  \n'b'  1/day each :  meteor swarm ,  power word kill  \n'b'  1/week :  wish  \n'b'\n'b'  Legendary Resistance (3/day) . If the Executioner fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . The Executioner has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The Executioner\xe2\x80\x99s weapon attacks are magical. \n'b'  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\xe2\x80\x99t function at the start of the Executioner\xe2\x80\x99s next turn. The Executioner is destroyed only if he starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b'  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. \n'b'  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. \n'b'  Claw .  Melee Weapon Attack : +16 to hit, reach 10 ft., one target.  Hit : 19 (3d6 + 9) slashing damage. \n'b'  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 . \n'b'  Hellfire .  Ranged Weapon Attack : +10 to hit, range 60/120 ft., two targets.  Hit : 21 (4d8 + 3) fire and necrotic damage. \n'b'  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. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The Executioner regains spent legendary actions at the start of his turn. \n'b'\n'b'  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. \n'b'  Execution . The Executioner makes a Grimfang  attack . \n'b'  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. \n'b'  Fiendish Recovery (costs 2 actions) . The Executioner recovers 50  hit points  and ends one condition effecting it. \n'b'\n'b' ABOUT \n'b' 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\xe2\x80\x99s coal-black eyes are lit with glinting red pupils, and his mouth is filled with row upon row of shark-like fangs. \n'b' Alastor\xe2\x80\x99s 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\xe2\x80\x99s 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.'