Mind Flayer Alhoon

Medium Undead (Augmented Aberration) — CR 18

()Updated 3.5

Mind Flayer Alhoon is a D&D 3.5 monster from —. CR 18, HD 20d12 (130 hp).

Hit Dice
20d12 (130 hp)
Initiative
+10
Speed
land 30 ft, 30 ft.
Base Attack / Grapple
+12/+12
Attack
Tentacle +19 melee; or touch +18 melee touch; or spell +18 ranged touch
Full Attack
tentacle +19 melee and 3 tentacles +19 melee; or touch +18 melee touch; or spell +18 ranged touch
STR
10
DEX
22
INT
22
WIS
21
CHA
26
Fort / Ref / Will
+10 / +16 / +23
Challenge Rating
18
Alignment
Lawful evil
Organization
Solitary
Treasure
Standard plus possessions (see below)
Level Adjustment
+11
Spell Resistance
37

Special Abilities

ExtractFear AuraImproved GrabMind BlastNegative Energy TouchParalyzing TouchPsionics

Feats

Alhoons, or illithiliches as they are sometimes known, still seek our brains, even though they no longer need them for sustenance. A creature struck by the negative energy touch when used as a melee touch attack is also subject to an alhoon's paralyzing touch (see below). Typical Sorcerer Spells Known: (6/8/8/8/8/6/4 per day; caster level 12th): 0 - arcane mark, daze (DC 18), detect magic, disrupt undead (+18 ranged touch), flare (DC 18), ghost sound (DC 18), light, message, read magic; 1st - chill touch (+18 melee touch; DC 19), mage armor, magic missile, ray of enfeeblement (+18 ranged touch), shocking grasp (+18 melee touch); 2nd - command undead (DC 20), minor image (DC 20), resist energy, see invisibility, touch of idiocy (+18 melee touch); 3rd - fly, haste, lightning bolt (DC 21), non detection; 4th - dimension door, Evard's black tentacles, greater invisibility; 5th - cone of cold (DC 23), teleport; 6th - globe of invulnerability. An alhoon is a horrendously formidable foe. It uses spells such as greater invisibility, stoneskin, resist energy, mage armor, haste, and see invisibility to protect itself and improve its odds in battle. An alhoon's natural weapons are treated as magic weapons for the purpose of over-coming damage reduction. Augmented Subtype A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.

Description

Alhoons, or illithiliches as they are sometimes known, still seek our brains, even though they no longer need them for sustenance. A creature struck by the negative energy touch when used as a melee touch attack is also subject to an alhoon's paralyzing touch (see below). Typical Sorcerer Spells Known: (6/8/8/8/8/6/4 per day; caster level 12th): 0 - arcane mark, daze (DC 18), detect magic, disrupt undead (+18 ranged touch), flare (DC 18), ghost sound (DC 18), light, message, read magic; 1st - chill touch (+18 melee touch; DC 19), mage armor, magic missile, ray of enfeeblement (+18 ranged touch), shocking grasp (+18 melee touch); 2nd - command undead (DC 20), minor image (DC 20), resist energy, see invisibility, touch of idiocy (+18 melee touch); 3rd - fly, haste, lightning bolt (DC 21), non detection; 4th - dimension door, Evard's black tentacles, greater invisibility; 5th - cone of cold (DC 23), teleport; 6th - globe of invulnerability. An alhoon is a horrendously formidable foe. It uses spells such as greater invisibility, stoneskin, resist energy, mage armor, haste, and see invisibility to protect itself and improve its odds in battle. An alhoon's natural weapons are treated as magic weapons for the purpose of over-coming damage reduction. Augmented Subtype A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.