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Oshundo the 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, 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 Common, Deep Speech, telepathy 120 ft., Undercommon

Challenge 10

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

Actions

Multiattack. Oshundo 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 Oshundo regains 14 hit points if the target is a creature.

Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.

Thundering Blast (Recharge 5–6). Oshundo emits a wave of domineering 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) thunder damage and have the stunned condition for 1 minute. A stunned creature 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). Oshundo targets one creature it can perceive within 60 feet of itself that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges aren't wasted.

Source

PaBTSO, p. 153