Page 235 - Dragonix - DM Options, Monster Talents II
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Mindflayers
Mindflayer Alhoon, Ancient Cantrips (at will): chill touch, dancing lights, mage hand,
prestidigitation, shocking grasp
Medium undead, any evil alignment
1st level (4 slots): detect magic, disguise self, magic missile, shield
Armor Class 15 (natural armor) 2nd level (3 slots): invisibility, mirror image, scorching ray
Hit Points 150 (20d8 + 60) 3rd level (3 slots): counterspell, fly, lightning bolt
Speed 30 ft. 4th level (3 slots): confusion, Evard’s black tentacles, phantasmal
killer
STR DEX CON INT WIS CHA 5th level (2 slots): modify memory, wall of force
11 (+0) 12 (+1) 16 (+3) 20 (+5) 17 (+3) 17 (+4) 6th level (1 slot): disintegrate, globe of invulnerability
Turn Resistance. The alhoon has advantage on saving throws
Saving Throws Con +8, Int +10, Wis +8, Cha +9 against any effect that turns undead.
Skills Arcana +10, Deception +9, History +10, Insight +8, Actions
Perception +8, Stealth +6
Damage Resistances cold, lightning, necrotic Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target.
Damage Immunities poison; bludgeoning, piercing, and slashing Hit: 10 (3d6) cold damage.
from nonmagical attacks
Mind Blast (Recharge 5–6). The alhoon magically emits psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed,
energy in a 60-foot cone. Each creature in that area must succeed
poisoned
on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic
Senses truesight 120 ft., passive Perception 18
damage and be stunned for 1 minute. A target can repeat the saving
Languages Deep Speech, Undercommon, telepathy 120 ft.
throw at the end of each of its turns, ending the effect on itself on a
Challenge 13 (10,000 XP)
success.
Legendary Actions
Magic Resistance. The alhoon has advantage on saving throws
against spells and other magical effects. The alhoon gains 3 legendary actions, choosing from the options
Innate Spellcasting (Psionics). The alhoon’s innate spellcasting below. Only one legendary action option can be used at a time and
ability is Intelligence (spell save DC 18). It can innately cast the only at the end of another creature's turn. The alhoon regains spent
following spells, requiring no components: legendary actions at the start of its turn.
Cantrip. The alhoon casts a cantrip.
At will: detect thoughts, levitate, misty step, suggestion
Chilling Grasp. The alhoon uses its Chilling Grasp.
1/day each: dominate monster, plane shift (self only)
Frightening Gaze (Costs 2 Actions). The alhoon fixes its gaze on
Spellcasting. The alhoon is a 12th-level spellcaster. Its spellcasting one creature it can see within 10 feet of it. The target must succeed
ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). on a DC 15 Wisdom saving throw against this magic or become
The alhoon has the following wizard spells prepared: frightened for 1 minute. The frightened target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
success. If a target's saving throw is successful or the effect ends for
it, the target is immune to the alhoon's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within
20 feet of the alhoon must make a DC 16 Constitution saving throw
against this magic, taking 17 (5d6) necrotic damage on a failed save,
or half as much damage on a successful one.
234 Chapter 3. Bonus Sampler Stat Blocks

