Magic Resistance. The Alohym has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The Alohym’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, mind spike
1/day each: dominate monster, plane shift (self only)
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage, + 2 (1d4) force damage, as the target is burned with ethereal energy.
Unlight Blast (Recharge 4). The Alohym magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ethereal Touch. Attack of opportunity: Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 9 (1d10 +4) force damage, and the target must succeed on a DC 15 Intelligence saving throw or become restrained by dark tendrils until the creatures next turn.
Description
Despite it's metallic look, the armour it wears is its own exoskeleton, and its visible, fleshy appendages are a part of it. Despite it's lanky frame, it harbours immense psionic energy, and is competent in melee combat.
Upon death, the creature exits its exoskeleton and reveals its true form, a cat sized bundle of flesh in the vague shape of an insect of some description. It does this in a futile attempt at self preservation, as it will die soon after leaving its armour.
Previous Versions
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2/6/2020 12:12:18 PM
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