Alhoon

Medium undead, any evil alignment

Armor Class

15 (natural armor)

Hit Points

120 (16d8+48)

Speed

30 ft.

STR

11 (0)

DEX

12 (+1)

CON

16 (+3)

INT

19 (+4)

WIS

17 (+3)

CHA

17 (+3)

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Resistances

cold, lightning, necrotic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft.

Saving Throws

Con +7, Int +8, Wis +7, Cha +7

Skills

Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5

Languages

Deep Speech, Undercommon, telepathy 120 ft.

Challenge

10 (5,900 XP)

Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects.

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:

  • Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp

  • 1st level (4 slots): detect magic, disguise self, magic missile, shield

  • 2nd level (3 slots): invisibility, mirror image, scorching ray

  • 3rd level (3 slots): counterspell, fly, lightning bolt

  • 4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer

  • 5th level (2 slots): modify memory, wall of force

  • 6th level (1 slot): disintegrate, globe of invulnerability

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.

medium
undead
cr10
volos-guide