Page 173 - Volo's Guide to Monsters
P. 173
the effect on itself on a success.
Doing so costs l legendary action per level o_ f the spell.
repeat the saving throw at the end of each of its turns, ending
cast a 1st-, 2nd-, or 3rd-level spell that it has prepared.
4) psychic damage and be stµnned for 1 minute. A target can
Cast Spell (Costs 1-3 Actions). The lich uses a spell slot to
succeed on a DC 16 Intelligence saving throw or take 22 (4d8 +
Blast and uses it.
chic energy in a GO-foot cone. Each creature in that area must
Mind Blast (Costs 3 Actions). The lich recharges its Mind
Mind Blast (Recharge 5-6). The alhoon magically emits psy-
Extract Brain (Costs 2 Actions). The lich uses Extract Brain.
target. Hit: 10 (3d6) cold damage.
Tentacles. The lich makes one attack with its tentades.
Chilling Grasp. Melee Spell Attack: +8 to hit. reach 5 ft., one
which replace all of the lich's legendary actions.
ACTIONS
The lich gains the following legendary action options,
against any effect that turns undead.
LEGENDARY ACTIONS
Turn Resistance. The alhoon has advantage on saving throws
ofits turns, ending the effect on itself on a success.
6th level (1 slot): disintegrate, globe of invulnerability
A creature can repeat the saving throw at the end of each
5th level (2 slots): modify memory, wall of force
27 (Sd8 + 5) psychic damage and be stunned for 1 minute.
tasmal killer
must succeed on a DC 18 lntelJigence saving throw or take
4th level (3 slots): confusion, Evard's black tentacles, phan-
chic energy in a 60-foot cone. Each creature in that area
3rd level (3 slots): counterspe/1,fly, lightning bolt
Mind Blast (Recharge 5-6). The lich magically emits psy-
2nd level (3 slots): invisibility, mirror image, scorching ray
devouring its brain.
1st level (4 slots): detect magic, disguise self. magic missile, shield
digitation, shocking grasp
get to O hit points, the lich kills the target by extracting and
(lOdlO) piercing.damage. If this damage reduces the tar-
Cantrips (at will): chill touch, dancing lights, mage hand, presti-
one incapacitated humanoid grappled by the lich. Hit: 55
spells prepared:
Extract Brain. Melee Weapon Attack: + 12 to hit, reach 5 ft. 1
hit with spell attacks). The alhoon has the following wizard
stunned until this grapple ends.
spellcasting ability is Intelligence (spell save DC 16, +8 to
must succeed on a DC 20 Intelligence saving throw or be
Spell,asting. The alhoon is a 12th-level spellcaster. Its
is Large or smaller, it is grappled {escape DC 15) and
1/day each: dominate monster, plane shift (self only)
creature. Hit: 21 ,(3d10 + 5) psychic damage. If the target
At will: detect thoughts, levitate
Tentacles. Melee Weapon Attack: + 12 to hit; reach 5 ft., one
following spells, requiring no components:
ACTIONS
ability is Intelligence (spell save DC 16). It can innately cast the
Innate Spellcasting (Psionics). The alhoon's innate spellcasting
1 /day each; dominate monster, plane shift (self only)
At will: detect thoughts, levitate
against spells and other magical effects.
cast the following spells* requiring no components.
Magic Resistance. The alhoon has advantage on saving throws
ability is Intelligence (spell save DC 20). It can innateJy
Innate Spellcasting (Psionics). The lich's innate spellcasting
Challenge 10 (5,900 XP)
against spells and other magical effects.
languages Deep Speech, Undercommon, telepathy 120 ft.
Magic Resistance. The lich has advantage on saving throws
Senses truesight 120 ft., passive Perception 17
ent from that of the normal lich.
paralyzed, poisoned
Condition Immunities charmed, exhaustion, frightened,
• Its suite of legendary actions (described below) is differ-
and the ability to extract brains.
slashing from nonmagical attacks
Damage Immunities poison; bludgeoning, piercing, and
lactery, it maintains the musc;ular power ofits tentades
Damage Resistances cold, lightning, necrotic
long as a mind flayer lich feeds captured souls to its phy-
Perception +7, Stealth +S
and Mind Blast action options (all described below). So
(Psionics) traits, as well as the Tentades, Extract Brain,
Skills Arcana +8, Deception +7, History +8, Insight +7,
• It has the Magic Resistance and Innate Spellcasting
Saving Throws Con +7, Int +8, Wis +7, Cha +7
lepathy out to a range of 120 feet.
• It speaks Deep Speech and Undercommon, and has te-
16 (+3)
12 (+l)
11 (+O)
19 {+4)
17 {+3)
17 {+3)
WIS
INT
• It has a chatlenge rating of 22 (41,000 XP).
CHA
CON
DEX
STR
Manual), with the following changes:
Speed 30 ft.
A mind flayer lich uses the lich stat block (see the Monster
Hit Points 120 (16d8 + 48)
ability to craft a phylactery and cast the imprisonment spell.
Armor Class 15 (naturaJ armor)
erful mind flayer mages can pursue, since it requires the
The path to true tichdom is something only the most pow-
Medium 1.mdead, any evil alignment
VARIANT: MIND FLAYER LICH (ILLITHILICH)
ALHOON
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trapped souls.
with its creation, and those alhoons in turn suffer disad-
prevent communication from alhoons but can silence
attacks, saves, and check against the alhoons associated
with the holder. A creature carrying the periapt can't
holds the periapt of mind trapping gains advantage on
and alhoons within the periapt can speak telepathically
communicate with any sacrificed soul trapped within,
ping, but this is a dangerous proposition. Anyone who
In addition, the holder of the periapt can telepathically
single alhoon is entrusted with the periapt of mind trap-
vantage on attacks, saves, and check against the holder.
the periapt and their preferred ritual site. Sometimes a