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Alhoon

Medium undead (mind flayer, wizard), Neutral Evil

Armor Class 15 (natural armor)

Hit Points 150 (20d8 + 60)

Speed 30 ft., fly 15 ft.

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

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.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 43