Medium Humanoid, Neutral
Armor Class 18 Natural Armor
Hit Points 190 (20d8 + 100)
Speed
STR
8 (-1)
DEX
18 (+4)
CON
20 (+5)
INT
24 (+7)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws INT +11, WIS +9, CHA +8
Damage Resistances Psychic
Condition Immunities Charmed
Senses Passive Perception 20
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Supercomputer Mind. Alakazam has advantage on initiative rolls and Intelligence, Wisdom, and Charisma saving throws.

predictive Sight. At the start of combat, Alakazam gains advantage on its first attack roll and imposes disadvantage on the first attack made against it.

Psychic Barrier. Alakazam gains a +2 bonus to AC while conscious.

Telepathic Mastermind. Alakazam cannot be surprised.

Actions

Multiattack. Alakazam uses two Psychic attacks.

Psychic. Ranged Spell Attack: +12 to hit, range 120 ft. Hit: 34 (6d8 + 7) psychic damage.

Psyshock. One creature within 90 feet must make a DC 18 Intelligence saving throw or take 27 (5d10) psychic damage and be knocked prone on a failure, or half damage and not knocked prone on a success.

Future Sight (Recharge 5–6). Alakazam chooses a point within 120 feet. At the start of Alakazam's next turn, psychic energy erupts there. Creatures within 20 feet must make a DC 18 Intelligence saving throw or take 36 (8d8) psychic damage on a failure or half damage on a success.

Recover (1/Day). Alakazam regains 50 hit points.

Legendary Actions

Alakazam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alakazam regains spent legendary actions at the start of its turn.

Teleport. Alakazam teleports up to 30 feet.

Mind Spike. One creature within 60 feet takes 10 (3d6) psychic damage.

Telekinetic Burst (Costs 2 Actions). Creatures within 10 feet must make a DC 18 Strength saving throw or be Pushed 15 feet away and knocked prone.

DungeonDDive

Comments

Posts Quoted:
Reply
Clear All Quotes