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
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)
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