Alarak Medium humanoid, lawful evil Armor Class 18 (plate)

18 (plate) Hit Points 80/80/80

80/80/80 Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 19 (+4) Saving Throws Str +8, Wis +7, Cha +8

Str +8, Wis +7, Cha +8 Skills Deception + 8 History +5, Intimidation + 8,

Deception + 8 History +5, Intimidation + 8, Perception +7, Religion +9

Senses blindsight 30 ft., passive Perception 17

blindsight 30 ft., passive Perception 17 Languages telepathy 120 ft.

telepathy 120 ft. Challenge 14 (11,500 XP) Legendary Resistance (3/Day). If Alarak fails a saving throw, he can choose to succeed instead. Paragon Hit Points. Alarak has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied only to one pool of hit points. One pool of hit points must be completely reduced to zero hit points before any damage is applied to another pool. When a pool of hit points is reduced to zero, all ongoing conditions and effects affecting Alarak end immediately. After a pool of hit points has been reduced to zero, it cannot receive any healing until after a long rest. If all pools of hit points have been reduced to zero hit points, Alarak is killed. Paragon Abilities. Upon his hit point pools becoming depleted, Alarak gains the use of new abilities. Once one pool is depleted, he gains the use of his Counter Strike reaction. Once two pools are Depleted, he instantly recharges Counter Strike and gains the use of his Deadly Charge attack.

Innate Spellcasting. Alarak's spellcasting ability is Charisma (spell save DC 16). Alarak can innately cast detect thoughts at will, requiring no material components.

Actions Multiattack. Alarak uses Discord Strike and Telekinesis. Bane Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Lightning Surge. Ranged Spell Attack: +8 to hit, range 30 ft., one creature. Hit: 13 (2d8+4) psychic damage and Alarak regains hit points equal to the damage dealt. Deadly Charge (Recharge 5-6). Alarak moves up to 60 feet in a straight line and can move through the space of any creature. The first time he enters a creature's space during this move, the creature must make a DC 16 Dexterity saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. Discord Strike. Alarak emits black and red energy in a 10-foot cone. Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 22 (4d10) psychic damage and is magically disabled until the end of Alarak's next turn. A magically disabled creature is affected as if by the antimagic field spell. On a successful save, a creature takes half as much damage and isn't magically disabled. Telekinesis. One creature within 30 feet must succeed on a DC 16 Strength saving throw or be moved up to 20 feet in any direction.

Reactions Counter Strike (Recharge 5-6) When Alarak would be hit by an attack, he adds 6 to his AC until the start of his next turn. At that time, he unleashes a wave of force in a 20-foot cone. Each creature in the area must make a DC 16 Constitution saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions Alarak can take 3 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's turn. Alarak regains spent legendary actions at the start of his turn.