THE SHARED REFERENCE Adventurer

Monster

Alhoon

Outside your table’s allowed sources

Official reference · VGM · 2014

Creature type
Undead
Size
Medium
Armor class
15 (natural armor)
Hit points
120 (16d8 + 48)
Speed
Walk 30 ft.
Challenge rating
10
Alignment
Lawful NX Chaotic Evil
Strength
11
Dexterity
12
Constitution
16
Intelligence
19
Wisdom
17
Charisma
17
Passive Perception
17
Saving Throws
con: +7; int: +8; wis: +7; cha: +7
Skills
arcana: +8; deception: +7; history: +8; insight: +7; perception: +7; stealth: +5
Senses
truesight 120 ft.
Languages
Deep Speech, Undercommon, telepathy 120 ft.
Resistances
cold, lightning, necrotic
Immunities
poison, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned

Traits

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

Chilling Grasp

Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold 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.

Innate Spellcasting (Psionics)

The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Spellcasting

The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:

Spell slots: 0: spells: chill touch, dancing lights, mage hand, prestidigitation, shocking grasp; 1: slots: 4; spells: detect magic, disguise self, magic missile, shield; 2: slots: 3; spells: invisibility, mirror image, scorching ray; 3: slots: 3; spells: counterspell, fly, lightning bolt; 4: slots: 3; spells: confusion, Evard's black tentacles, phantasmal killer; 5: slots: 2; spells: modify memory, wall of force; 6: slots: 1; spells: disintegrate, globe of invulnerability

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