Josef909 Thu Apr 30, 2020 9:19 am
Haun - (Alhoon)
AC: 17
HP: 245
Speed: 30’
Str 11 +0 Dex 14 +2 Con 16 +3
Int 19 +4 Wis 17 +3 Cha 17 +3
SV: Con+7, Int+7, Wis+7, Cha+7
SKILLS: Deception+7, Perception+7, Stealth+5
DMG RESIST: cold, lightning, necrotic
DMG IMMUNE: poison, bludgeoning, piercing, and slashing from nonmagical attacks
CNDN IMMUNE: charmed, frightened, exhausted, paralyzed, poisoned
LANGUAGE: deep speech, undercommon, telepathy 120’
Magic Resistance: Alhoon has ADV on SV against magic attacks and spells
Psionics: Spellcasting ability is INT (Spell Save DC 17), +8 to hit with spells
At will spells: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
SPELLS:
Cantrips: chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
1st (4/0): detect magic, disguise self, magic missile, shield
2nd (3/0): invisibility, mirror image, scorching ray
3rd (3/2): counterspell, fly, lightning bolt
4th (3/2): confusion, evards black tentacles, phantasmal killer
5th (2/2): modify memory, wall of force
6th (1/1): disintegrate, globe of invulnerability
TURN RESIST: has advantage on SV vs any effect that turns undead
ACTIONS:
Tentacles – melee weapon attack, +12 to hit, 5’, 3d10+5 psychic damage. If target is large or smaller, it is grappled (escape DC15) and must succeed on a DC17 IntSV or be stunned until the grapple ends
Extract brain – melee, +12 to hit, 5’, one incapacitated humanoid grappled by alhoon. 10d10 piercing damage.
Chilling grasp – melee spell attack, +8tohit, 5’, one target, 3d6 cold dmg.
Mind blast (recharge 4-6) – alhoon magically emits psychic energy in a 60’ cone. Each creature in that area must succeed on a DC17 INT SV or take 4d8+4 psychic dmg and be stunned for 1 min. a target can repeat the DV at the end of each of its turns, ending the effect on a success
LEGENDARY ACTIONS: Alhoon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The alhoon regains spent actions at the start of its turn.
-Tentacles: the alhoon makes one attack with its tentacles
-Mind blast (costs 3 actions) the alhoon recharges its mind blast and uses it
-Cast spell (costs 1-3 actions): alhoon uses a spell slot to cast a 1st, 2nd, or 3rd level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.