Alhoon

Medium Undead (mind flayer, wizard), Neutral Evil
MPMM

AC 15 (natural armor)

HP 150 (20d8 + 60)

Speed 30 ft., fly 15 ft. (hover), (hover)

STR

11 (+0)

Save +0

DEX

12 (+1)

Save +1

CON

16 (+3)

Save +7

INT

19 (+4)

Save +8

WIS

17 (+3)

Save +7

CHA

17 (+3)

Save +7

Saving Throws CON +7, INT +8, WIS +7, CHA +7

Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5

Resistances Cold; Lightning; Necrotic

Immunities Poison

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses truesight 120 ft., Passive Perception 17

Languages Deep Speech, Undercommon, telepathy 120 ft.

CR 10

Traits

Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects.

Turn Resistance. The alhoon has advantage on saving throws against any effect that turns Undead.

Actions

Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.

Chilling Grasp. 8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points.

Arcane Bolt. 8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.

Mind Blast (Recharge 5+). The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a 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

Negate Spell (3/Day). 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.