Oshundo the Alhoon

Medium undead (mind flayer, wizard), neutral evil

Armor Class

15 (natural armor)

Hit Points

150 (20d8 + 60)

Speed

30 ft., fly 15 ft.(hover)

Saves

wis +7, con +7, cha +7, int +8

Skills

insight +7, stealth +5, arcana +8, history +8, perception +7

Damage Resistances

cold, lightning, necrotic

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft.

Languages

Common, Deep Speech, telepathy 120 ft., Undercommon

Challenge

10

Proficiency Bonus

+4

Magic Resistance

Oshundo has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Oshundo makes two Chilling Grasp or Arcane Bolt attacks.

Chilling Grasp

Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and Oshundo regains 14 hit points if the target is a creature.

Arcane Bolt

Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.

Spellcasting

Oshundo casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): • At will: dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation • 1/Day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force

Thundering Blast (Recharge 5-6)

Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) thunder damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.