15 (natural armor)
150 (20d8 + 60)
30 ft., fly 15 ft.(hover)
wis +7, con +7, cha +7, int +8
insight +7, stealth +5, arcana +8, history +8, perception +7
cold, lightning, necrotic
poison
charmed, exhaustion, frightened, paralyzed, poisoned
truesight 120 ft.
Common, Deep Speech, telepathy 120 ft., Undercommon
10
+4
Oshundo has advantage on saving throws against spells and other magical effects.
Oshundo makes two Chilling Grasp or Arcane Bolt attacks.
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.
Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
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
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.