Mysterious. The alphyn is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the alphyn's intentions or sincerity have disadvantage.
Magic Weapons. The alphyn's weapon attacks are magical.
Spellcasting. The alphyn is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The alphyn has the following spells prepared:
Cantrips (at will): guidance, spare the dying, thaumaturgy
1st level (4 slots):detect evil and good, detect magic, identify
2nd level (3 slots): locate object, moonbeam, zone of truth
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, divination
5th level (1 slot): geas
Multiattack. The alphyn makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 4) slashing damage.
Fire Breath (Recharge 5–6). The alphyn exhales fire in a 30-foot cone. Each creature in that area mist make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
The alphyn 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. The alphyn regains spent legendary actions at the start of its turn.
Claw Attack. The alphyn makes one claw attack.
Fly (Costs 2 Actions). The alphyn magically sprouts wings that reflect starlight. Along with any equipment it is wearing or carrying, the alphyn flies up to 120 feet to an unoccupied space it can see. After taking this action, the alphyn's wings disappear.
Cast a Spell (Costs 3 Actions). The alphyn casts a spell from its list of prepared spells, using a spell slot as normal.
Lair and Lair Actions
An Alphyn's Lair
An alphyn presides over an ancient temple or observatory, within which are arcane mysteries and secrets beyond the reach of most mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the alphyn can take a lair action to cause one of the following magical effects; the alphyn can’t use an effect again until it finishes a short or long rest:
- The alphyn creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- The alphyn shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the alphyn can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
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