
Alistair Marrow, the Culinary Shadows
Medium fiend (tiefling rogue), Chaotic Neutral
Armor Class: 15 (Dexterity Bonus + Natural Armor)
Hit Points: 120 (20d8 + 40) Average: 120
Speed: 30 ft., Climb 30 ft.
Challenge Rating: 8 (3,900 XP)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 | 20 | 15 | 16 | 14 | 18 |
Saving Throws: Dexterity +9, Intelligence +7, Charisma +8
Skills: Acrobatics +9, Deception +8, Insight +7, Stealth +9, Perception +7
Damage Vulnerabilities: Radiant damage
Damage Resistances: Necrotic damage, Poison damage, Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poisoned condition
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 17
Languages: Common, Infernal, Thieves’ Cant
Spellcasting
Spellcasting. Alistair Marrow is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Alistair has the following spells prepared:
Cantrips (at will): Minor Illusion, Poison Spray, Thaumaturgy
1st level (4 slots): Disguise Self, Shield, Hex
2nd level (3 slots): Invisibility, Mind Spike
3rd level (3 slots): Fear, Hunger of Hadar
4th level (2 slots): Greater Invisibility
**Descriptions of spell levels:**
– **Cantrips (at will):** Alistair can cast these spells anytime without using spell slots.
– **Minor Illusion:** Creates a sound or an image of an object within range.
– **Poison Spray:** A puff of noxious gas that targets one creature within range, dealing 1d12 poison damage on a failed Constitution saving throw.
– **Thaumaturgy:** A minor magical effect that allows manipulation of minor phenomena in the area (e.g., changing the appearance of his voice or creating harmless tremors).
– **1st level (4 slots):**
– **Disguise Self:** Alistair magically alters his appearance and can change his appearance as he desires for 1 hour.
– **Shield:** A magical barrier of shimmering energy appears and provides a +5 bonus to AC until the start of his next turn.
– **Hex:** A curse that Alistair places on a creature he can see within range, giving it disadvantage on one ability check and dealing additional damage when he hits it.
– **2nd level (3 slots):**
– **Invisibility:** Alistair turns invisible until he attacks or casts a spell.
– **Mind Spike:** Alistair can harm the mind of an enemy, dealing 3d8 psychic damage and revealing its location if it tries to hide.
– **3rd level (3 slots):**
– **Fear:** Alistair creates a phantasmal image of the most fearsome creature imaginable, causing all creatures in a cone to make a Wisdom saving throw or become frightened.
– **Hunger of Hadar:** Alistair creates an area of difficult terrain filled with dark magic, dealing cold damage to creatures that start their turns inside or enter the area.
– **4th level (2 slots):**
– **Greater Invisibility:** Alistair becomes invisible even while attacking or casting spells, lasting up to 1 minute.
**Special Notes:** Alistair often uses his spells to deceive and manipulate opponents before combat begins, leveraging spells like Disguise Self and Hex to enhance his tactical position. He will prefer to ambush enemies under the protective veil of Invisibility and Greater Invisibility.
Actions & Abilities
Multiattack: Alistair makes three attacks: two with his Dagger of Deception and one with a Culinary Trick.
Dagger of Deception: *Weapon Attack:* Melee Weapon Attack: +9 to hit, reach 5 ft., one target. **Hit:** 1d4 + 5 piercing damage plus 2d6 poison damage if the target fails a DC 15 Constitution saving throw. On a successful save, the target takes half poison damage. Additionally, if the target suffers poison damage, they become poisoned for 1 minute, repeating the saving throw at the end of each of their turns to end the effect.
Culinary Trick: *Action:* Alistair uses his cook’s utensils to create a dish that can either heal or debuff. – **Cure:** Choose one ally within 30 ft. who regains 2d8 hit points. – **Spoiled Flavor:** Choose one target within 30 ft. that must succeed on a DC 15 Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn.
Dark Whispers (Recharge 5-6): *Action:* Alistair whispers twisted culinary secrets, targeting one creature within 30 ft. that must succeed on a DC 15 Wisdom saving throw or be charmed or frightened (Alistair’s choice) for 1 minute. A charmed target views Alistair as a trusted friend; a frightened target must flee as far away from Alistair as possible. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Experimental Recipes (Recharge 3-6): *Action:* Alistair can set one of his traps (Searing Temptation, Spoiled Goods, or Fiendish Feast) at a location within 30 ft. of him. When activated (on a creature’s turn), the trap triggers its effects. – **Searing Temptation:** Each creature in a 10-foot area must make a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a success. – **Spoiled Goods:** A 15-foot radius of rotten produce that requires creatures entering the area to succeed on a DC 14 Strength saving throw or become immobilized until the end of their next turn. – **Fiendish Feast:** A mass area where illusions of phantoms create a disorienting atmosphere. Opponents attacking from within the area must roll with disadvantage on their next attack roll.
Uncanny Dodge: When an attacker that Alistair can see hits him with an attack, he can use his reaction to halve the damage.
Disengage and Hide: When a creature is within 5 ft. of Alistair, he can use his bonus action to disengage and attempt to hide in the shadows, melting away into the environment, making it difficult for targets to track him.
Culinary Sprawl (Legendary Action): Alistair can create a burst of spoiled ingredients in a 10-foot radius centered on himself dealing 2d4 poison damage (DC 15 Constitution save for half damage).
Slip Away (Legendary Action): Alistair can use Disengage or Hide as a bonus action.
Taunting Mistrust (Legendary Action): Alistair taunts one target within 30 ft., forcing that target to make a DC 15 Intelligence saving throw. On a failed save, the target is compelled to question its allies, imposing disadvantage on its next attack roll against an ally within 10 ft.
Appearance
Alistair Marrow stands tall at 6 feet, his slim, agile frame exuding an air of both elegance and danger. His upright posture hints at his rogue nature and culinary artistry, painting a striking silhouette against any backdrop. The deep crimson coloration of his skin—a vibrant shade reminiscent of perfectly seared meat—is beautifully accented by patches of ashen gray. These darker areas are not merely markings; they are intricate tattoos that spiral around his arms, inspired by arcane spices and culinary motifs that tell tales of his dark heritage.
The smoothness of Alistair’s skin is interrupted by subtle ridges, reminiscent of gourmet textures that hint at his abilities in the kitchen. A light sheen glistens across his body, giving the illusion of being lightly oiled, which adds an alluring appeal tinged with something perilous. His face is captivating, defined by sharply sculpted cheekbones and a narrow jawline. Luminous amber eyes dance with mischief and cunning, framed by dark lashes that draw you in, while his slightly upturned mouth reveals sharp, gleaming teeth—a smile that melds charm with a lurking menace. Small, elegantly curled horns arch from his forehead, adding a devilish sophistication to his already striking features.
Alistair’s limbs are poised and purposeful. His moderately muscled arms culminate in slender fingers that end in sharp, nail-like claws, sharp enough to mirror the precision of chef’s knives. He moves with a fluid grace, often gesturing as if presenting a masterpiece. His legs, agile and swift, allow him to dart through spaces with a dancer’s finesse, shod in finely crafted leather shoes that whisper of elegance while being silently effective.
The tailored chef’s attire he dons is a testament to his dual life, blending functionality with fashion. Edged with delicate arcane motifs, his deep black apron hints at status within a shadowy culinary world. Discreet pockets house vials of suspiciously shaped contents that occasionally emit a soft, eerie glow, hinting at his dual mastery of culinary and magical arts.
Alistair moves with a predatory grace, gliding through shadows like a wisp of smoke. His posture is a captivating balance of poise and tension, suggesting he is ever-ready to spring into action. As he prepares his darker dishes or sets intricate traps, the air around him shimmers with magical energies, a fleeting testament to his abilities. The delicate scent of burnt spices and intrigue lingers in his wake, further evoking the deadly artistry that resides within this enchanting creature. In this striking pose, Alistair Marrow embodies the essence of both a culinary savant and a cunning rogue, capturing the eye and stirring the imagination in equal measure.
Tactical Information
Tactical Information for Alistair Marrow, the Culinary Shadows
Behavior in Day-to-Day Life
Alistair Marrow thrives in the juxtaposition of elegance and deception, creating a facade of the gracious host while laced with underlying malice. In his clandestine restaurant, “The Tasting Room,” moth-eaten drapes and flickering candlelight create an ambiance that invites patrons to enjoy the twisted artistry of his culinary creations.
Motivated by a hunger for recognition and manipulation, Alistair sees each dinner as an opportunity to both delight and ensnare. His interactions with patrons are a carefully choreographed dance of charm and intimidation. When dealing with his clientele, he performs his role to perfection — discussing fine cuisine, sharing anecdotes of culinary triumph, and subtly probing for weaknesses to exploit. His conversations are peppered with culinary jargon but often linger on darker themes, such as the failure of rivals or the fragility of life, creating a palpable tension in the air.
He is patient, adapting his demeanor based on the responses of those around him. With guests who express admiration, he is gracious and accommodating; with those who challenge him, his charm takes a sinister tilt, revealing glimpses of the ruthlessness hidden beneath his culinary artistry. A connoisseur by instinct, he observes patrons as a chef might study flavors, savoring the choices they make while considering how to turn their desires against them.
Hunting for unsuspecting victims, Alistair often prowls the upper echelons of society during lavish feasts or culinary competitions, where envy and ambition run rampant. His preferred technique is to offer underhanded deals or poisoned delicacies to enhance his syndicate while punishing competition. He feeds on the fear and treachery of his patrons, leaving them to wonder whether a night at his establishment is a culinary nightmare or a delightful masquerade.
Combat Behavior
In combat, Alistair Marrow embodies the qualities of a predator—stealthy, cunning, and unyielding. When an encounter unfolds, he typically prefers to initiate conflict by using his charisma to gauge the strengths and weaknesses of potential adversaries. If the scenario allows, he will engage in conversation, leading his enemies to lower their guard before striking with lethal precision while remaining hidden in the shadows.
Alistair employs guerrilla tactics, leveraging his environment to dictate the pace and flow of battle. His preferred strategy involves using Culinary Tricks to incite discord among his enemies while preparing traps through Experimental Recipes. Alistair often sets traps in the heat of battle, strategically retreating into previously set Searing Temptation or Spoiled Goods, which disorient and harm his foes. This manipulation of the battlefield allows him to isolate stronger threats, focusing his attention on those who pose the biggest danger, particularly spellcasters or those with crowd control abilities.
When he finds himself outnumbered or overmatched, Alistair uses his Dark Whispers ability to sow confusion and fear, creating an opportunity to slip into the shadows unnoticed, keeping a distance while launching Dagger of Deception attacks from beyond sight. If cornered, he becomes especially ruthless—relying on a combination of bravado and calculated strikes, he might boast about his culinary mastery while unleashing a frenzy of attacks, trying to regain the upper hand against his adversaries.
Roleplay/Narrative Interactions
In non-combat encounters, Alistair’s personality shines as a harbinger of charm, wit, and menace. His interactions are rich with subtext, often delivered with a smooth, rhythmic cadence as he engages in conversation about cuisine or societal intrigue. He displays a keen intelligence that supports his deft manipulation of inquiries to draw out potential weaknesses among adventurers, unveiling hidden agendas.
Alistair is likely to respond to diplomatic attempts with a mix of feigned curiosity and calculated caution. If approached with threats, he will initially remain confident and poised, looking for opportunities to negotiate or deceive, often offering “tasty” rewards while subtly laying the groundwork for betrayal. His prideful nature might lead him to underestimate adversaries, especially when they naively accept his congeniality at face value.
Bribery or persuasion might yield surprising results; he revels in the art of manipulation and could offer assistance or alliances—though always with a caveat, as he seeks to place himself in a position of control. If adventurers corner him or aggressively pursue an outcome he deems unfavorable, his demeanor will shift sharply. Alistair may mockingly challenge them or invite them to “taste” the hidden dangers of his trap-laden establishment—turning what should be a negotiation into a volatile conundrum.
Ultimately, his motivations for preserving his dual life are rooted in the need for validation. He craves the acclaim and fear he believes he deserves, willing to go to astonishing lengths to sustain his culinary empire amidst a backdrop of deception and danger. Alistair Marrow is not merely a foe; he is an enigma, a tragic figure woven into the fabric of high-stakes culinary artistry and ruthless ambition.