Alhoon

Medium Undead , Any Evil Alignment
• Armor Class: 15
• Hit Points: 120 (16d8+48)
• Speed: 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 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
• Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
• Resistances: cold, lightning, necrotic
• Senses: truesight 120 ft.
• Languages: Deep Speech, Undercommon, telepathy 120 ft.
• Challenge: 10 (5900 XP)
• Environments: Underground

• 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.

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


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.