Magical Resistance. Captain Alhoon has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). Captain Alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, levitate, gust of wind (directed at his ship's sails)
1/day each: dominate monster, plane shift (self only)
Spellcasting. The Alhoon is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Alhoon has 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 (3 slots): invisibility, mirror image, shatter
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer
5th level (2 slots): telekinesis, wall of force
6th level (1 slot): disintegrate
Turn Immunity. Captain Alhoon is immune to effects that turn undead.
Multiattack. Captain Alhoon can make two attacks with his rapier.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) slashing damage plus 9 (2d8) psychic damage.
Barnacle Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage and the target must make a DC 14 Constitution saving throw. On a failure, a strange, barnacled growth appears where the attack landed and the creature becomes cursed. At the start of each of their turns, cursed creatures must make a DC 14 Constitution saving throw. On a failure their max hit points is reduced by 10.
If a creature dies due to this effect, they are resurrected as a barnacled version of itself under Captain Alhoon's control. Only the magic of Remove Curse, the use of similar restorative spells, or divine intervention may end this curse, restoring the creature to its original max hit points (this works even if the creature was killed)
Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) psychic damage plus 9 (2d8) psychic damage. If the target is medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until the grapple ends.
Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Alhoon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the Alhoon kills the target by extracting and eating its brain.
Mind Blast (Recharge 5-6). The Alhoon magically emits psychic energy in a 60-foot cone. Each creature in the area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8+4) 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.
Parry. Captain Alhoon adds 10 to his AC against one melee attack that would hit him. To do so, Captain Alhoon must see the attacker and be wielding a melee weapon
Expert Swashbuckler. If a creature fails to hit Captain Alhoon with a melee attack by 5 or more and they are within 5 ft. of him, Captain Alhoon may make one attack against the attacking creature with his rapier. This ability can be used directly after Captain Alhoon's Parry reaction.
Captain Alhoon 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 creatures turn. Captain Alhoon regains spent legendary actions at the start of his next turn.
Ritual of Psyche (Costs 3 Actions). Captain Alhoon casts the spell Ritual of Psyche on a creature within 300 ft. of him with over 20 Intelligence. This spell is a mix between Enchantment, Conjuration, and Necromancy and costs no spell slots to cast. It is a concentration spell with a duration of up to 10 minutes (100 rounds). In order to maintain his concentration, Captain Alhoon must recast the spell using his legendary action every round.
Every round that the spell is active, the target creature is paralyzed and must make a DC 25 Intelligence saving throw. On a success, the target takes 32 (8d8) psychic damage. On a failure, the target loses 2 Intelligence points from their original Intelligence score.
Once the target creature's original Intelligence score reaches 0, it dies and Captain Alhoon gains the following Legendary Actions:
Regenerate. Captain Alhoon regains 14 (4d6) hit points.
Cast Spell (Costs 1-3 Actions). Captain Alhoon uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.
Absorb Weave (Costs 1-3 Actions). Captain Alhoon regains a spell slot of 1st-, 2nd-, or 3rd-level. Doing so costs 1 legendary action per level of the spell slot regained.
Description
Across all planes of existence, there exists no pirate more feared than the dreaded Captain Alhoon, captain of "The Shattered Psyche". When he was a young mind flayer, Alhoon underwent a terrible ritual to turn him into the lich-like terror he is today. He scours the Astral Sea, looking for "...the ultimate treasure--the one thing that can grant him power over the entire Astral Sea..." Unlike other seekers of this treasure, however, Alhoon does not seem at all interested in material wealth, only to be reunited with his long-lost daughter, Psyche. Captain Alhoon will do whatever it takes to return Psyche to him, even if said acts are unspeakable.
Lair and Lair Actions
Captain Alhoon sails upon the fiercest ship to ever sail the Astral Sea: "The Shattered Psyche". This fine vessel is a magical schooner that is 150 ft. in length, has an AC of 22, and 600 hit points. If "The Shattered Psyche" is no longer in his possession, Captain Alhoon may take his lair actions on the vessel he is currently on (minus regional effects, the gate spell, and invisibility).
Lair Actions
On initiative count 20 (losing initiative ties), Cap'n Bones takes a lair action to cause one of the following effects; Cap'n Bones can’t use the same effect two rounds in a row (except to take the move action for his current vessel)
- Captain Alhoon orders his crew to fire either port, starboard, or forward-facing cannons. The cannons are a ranged spell attack, +7/+3 to hit, range 500/2000 ft., up to 4 targets. Hit: 28 (8d6) fire damage in a 10 ft. radius sphere originating from the target. All creatures within that radius must make a DC 16 Dexterity saving throw, taking full damage on a failure and half damage on a success. These blasts can also be intercepted (whether intentionally or accidentally). If a creature intentionally intercepts the blast, it automatically takes the full amount with no saving throw.
- Captain Alhoon moves his vessel up to 35 ft. (70 ft. if gust of wind is in effect). By giving up his reaction, Captain Alhoon can make his ship Dash, letting it move an additional 35 ft.
- Captain Alhoon casts the gate spell to summon a portal with a diameter of up to 200 ft. in a space 300 ft. away from his current vessel.
- Captain Alhoon casts invisibility on his entire vessel (all creatures and cargo on the vessel also turn invisible and remain that way until the spell ends or they leave the vessel).
- Captain Alhoon casts gust of wind directed towards his vessel's sails.
Regional Effects
The region containing Captain Alhoons’ lair is stricken with a sinister presence, which creates one or more of the following effects:
- Creature who look upon "The Shattered Psyche" must succeed a DC 15 Wisdom saving throw or become frightened for 1 minute. Creatures frightened in this way must use their movement to flee from this ship and their action to hide. If the frightened creature looks at the ship again, they must make a DC 15 Wisdom saving throw, taking 28 (8d6) psychic damage on a failure or half as much on a success. Creatures under this condition can repeat the saving throw at the end of their turns, ending the effect on a success. Creatures who succeed the saving throw cannot be affected by the ship's presence for the next 24 hours.
- A magical darkness covers the area within a 2 mile radius of "The Shattered Psyche". All light within this magical darkness is considered dim.
If the Alhoon dies, these effects fade over the course of 1d6+2 hours.
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