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Alhoon
- STR
- 11 (+0)
- DEX
- 12 (+1)
- CON
- 16 (+3)
- INT
- 19 (+4)
- WIS
- 17 (+3)
- CHA
- 17 (+3)
The alhoon has advantage on saving throws against spells and other magical effects.
The alhoon has advantage on saving throws against any effect that turns Undead.
The alhoon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
Actions
The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points.
Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
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
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.
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Source: Mordenkainen Presents: Monsters of the Multiverse, p. 43 - Licenses and attribution