Medium undead, lawful NX chaotic evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 120 (16d8 + 48)
- Speed
- 30 ft.
- Challenge
- 10 (5,900 XP)
- Saving Throws
- Cha +7, Con +7, Int +8, Wis +7
- Skills
- Arcana +8, History +8, Insight +7, Stealth +5, Deception +7, Perception +7
- Damage Resistances
- cold; lightning; necrotic
- Damage Immunities
- poison; bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- charmed; exhaustion; frightened; paralyzed; poisoned
- Senses
- truesight 120 ft., passive Perception 17
- Languages
- Deep Speech, Undercommon, telepathy 120 ft.
Traits
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.
Actions
Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold 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.
Spellcasting
The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
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: