Medium Humanoid (Any Race), Any Alignment
Armor Class 15 (Studded leather armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., Fly 30 ft. 30 ft., hover
STR
10 (+0)
DEX
15 (+2)
CON
16 (+3)
INT
19 (+4)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws CON +7, INT +8, WIS +8, CHA +7
Skills Arcana +8, Deception +7, History +5, Insight +8, Medicine +8, Perception +8, Persuasion +7
Damage Immunities Psychic
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 18
Languages Telepathy 30 ft. any six languages, telepathy 30 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Psychoanalysis. The alienist always knows if it hears a lie, and has advantage on Wisdom (Insight) checks.


Unmatched Intellect. Whenever the Alienist rolls initiative, it may add its intelligence ability modifier to its initiative roll.

Spellcasting. The Alienist casts one of the following spells, using Intelligence as their spellcasting ability (spell save DC 16, +8 to hit with spell attacks):

At will: command, light, thaumaturgy

2/day each: suggestion, detect thoughts, silence, slow

1/day each: modify memory, telekinesis

Actions

Multiattack. The Alienist makes three Mind Thrust attacks.

Mind Thrust. Melee or Ranged Spell Attack: +8 to hit,reach 5 ft., or range 120 ft., one target. Hit: 20 (3d10 + 4) force damage, and the alienist telekinetically moves the target 10 feet in any horizontal direction.

Mass Manipulation (recharge 5-6). The alienist attempts to seize control of nearby creatures and turn them against each other. The alienist can choose up to six creatures within 60 feet of the alienist who can see and hear them. The chosen creatures must make a DC 16 Intelligence saving throw. On a failed save, the Alienist forces a creature to immediately use its reaction to move up to its speed and make one melee or ranged attack or cast a cantrip. The Alienist chooses the direction the creature moves and who the target of its attack or spell is.


Nerve Gas (1/ day). The alienist creates a 10-foot-radius sphere of psychoactive fog centered on a point they choose within 60 feet of them. The fog spreads around corners. It lasts for 1 minute or until strong wind disperses the fog. The fog’s area is heavily obscured.
     When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a DC 16 Intelligence saving throw. On a failed saving throw, the creature takes 14 (4d6) psychic damage and becomes incapacitated until the start of its next turn. On a successful saving throw, the creature takes half as much damage and is not incapacitated. Creatures are affected even if they hold their breath or don’t need to breathe.

 

Bonus Actions

Teleport. The Alienist uses its mental powers to teleport to an unoccupied space they can see within 60 feet of them.

Reactions

Mind over Matter. When the Alienist takes damage, it can use its reaction to gain resistance to the triggering damage.

Description

Monsters of Drakkenheim Alpha Playtest 1

"Hovering inches from the ground, lab coat billowing in an
unknown breeze that seems to swirl around the figure, the
Alienist mutters under its breath, its eyes glowing white as
it pulls on the threads of your mind; you feel the imminent
threat of your psyche shattering to this apothecary's will
with little more than a flick of it’s wrist."

Habitat: Urban

Goodefella

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