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Alhoon

Alhoon

Medium undead (mind flayer, wizard), neutral evil
Armor Class 15 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30ft Hover: 15ft

STR
11 0
DEX
12 +1
CON
16 +3
INT
19 +4
WIS
17 +3
CHA
17 +3

Saving Throws Con +7, Int +8, Wis +7, Cha +7
Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances cold, lightning, necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses Truesight 120 ft., passive Perception 17
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 10 (5,900 XP)

The alhoon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):


Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects. 
 
Turn Resistance. The alhoon has advantage on saving throws against any effect that turns Undead.


Actions

Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks. 
 
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points. 
 
Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage. 
 
Mind Blast (Recharge 5–6). The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be Stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Negate Spell (3/Day). The alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.


 
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