Magic Resistance. Hlaavin has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). Hlaavin's innate spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate, counterspell
1/day each: dominate monster, plane shift (self only)
Spellcasting. Hlaavin is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +10 to hit with spell attacks). Hlaavin has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, disguise self, magic missile, shield
2nd level (4 slots): invisibility, mirror image, scorching ray
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer
5th level (3 slots): modify memory, wall of force
6th level (2 slot): disintegrate, globe of invulnerability
7th level (1 slot): forcecage
Turn Resistance. Hlaain has advantage on saving throws against any effect that turns undead.
Chilling Grasp. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
Mind Blast (Recharge 5–6). Hlaavin magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 24 (4d8 + 5) 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.
Hlaavin can take 3 legendary actions. It can take only one legendary action at a time and only at the end of another creature’s turn. Hlaavin regains spent legendary actions at the start of its turn.
Break Concentration (Costs 2 Actions). Hlaavin targets a creature within 60 feet of it. That creature takes 1d10 +2 psychic damage. That creature must make a concentration check if concentrating on a spell. The creature gets a penalty to the concentration check equal to the damage taken. This check cannot benefit from advantage.
Teleport. Hlaavin can teleport to a space it can see within 60 feet. This does not provoke opportunity attacks
Psionic Blast. Hlaavin targets a creature within 120 ft. That creature must make an Intelligence saving throw. On a failed save the target takes 15 (2d8+5) psychic damage or half as much on a save.
Lair and Lair Actions
When fighting in its lair, Hlaavin can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Hlaavin takes a lair action to cause one of the following effects:
- Hlaavin casts hypnotic pattern (no components required, no concentration required, Wisdom DC 19) with a duration of 1 round at a point within 60 feet which it can see. Creatures who fail the saving throw are under the effects of the spell until the end of initiative count 20 in the next round. Hlaavin cannot use this lair action again until it has used a different one.
- Long, slimy tentacles emerge from the walls and attempt to grapple any creature within 20 feet of a wall forcing them to make a DC 19 Acrobatics or Athletics saving throw or be grappled until the end of initiative count 20 of the following round. Hlaavin cannot use this lair action again until it has used a different one.
- Hlaavin emits a psychic scream that assaults the minds of any number of creatures it chooses within 60 feet of it. A target must succeed on a DC 19 Wisdom saving throw or take 7 (2d6) psychic damage. Any creature who failed the save cannot perceive Hlaavin until the end of initiative count 20 in the next turn. Hlaavin cannot use this lair action again until it has used a different one.






