Alhoons, or illithiliches as they are sometimes known, still seek out brains, even though they no longer need them for sustenance.
| Hit Dice: | 20d12 (130 hp) |
| Initiative: | +10 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 29 (+6 Dex, +5 natural, +4 mage armor, +4 deflection), touch 20, flat-footed 23 |
| Base Attack/Grapple: | +12/+12 |
| Attack: | Tentacle +19 melee (1d4 plus 1d8+5 negative energy); or touch +18 melee touch (1d8+5 negative energy plus paralysis); or spell +18 ranged touch |
| Full Attack: | 1 tentacle +19 melee (1d4 plus 1d8+5 negative energy) and 3 tentacles +19 melee (1d4); or touch +18 melee touch (1d8+5 negative energy plus paralysis); or spell +18 ranged touch |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Extract, fear aura, improved grab, mind blast, negative energy touch, paralyzing touch, psionics, spells |
| Special Qualities: | Damage reduction 15/bludgeoning and magic, darkvision 60 ft., lich immunities, spell resistance 37, telepathy 100 ft., turn resistance +4, undead traits |
| Saves: | Fort +10, Ref +16, Will +23 |
| Abilities: | Str 10, Dex 22, Con —, Int 22, Wis 21, Cha 26 |
| Skills: | Bluff +16, Concentration +28 (+32 casting defensively), Craft (alchemy) +17, Diplomacy +20, Disguise +8 (+10 acting in character), Hide +22, Intimidate +18, Knowledge (arcana) +26, Knowledge (dungeoneering) +18, Knowledge (the planes) +14, Listen +29, Move Silently +22, Search +20, Sense Motive +21, Spellcraft +20, Spot +29, Survival +5 (+7 other planes); racial bonuses |
| Feats: | Alertness, Combat Casting, Craft Wondrous Item, Improved Initiative, Spell Penetration, Weapon Finesse, Weapon Focus (tentacle) |
| Environment: | Underground |
| Organization: | Solitary |
| Challenge Rating: | 18 |
| Treasure: | Standard plus possessions (see below) |
| Alignment: | Lawful evil |
| Advancement: | By character class ♊ |
| Level Adjustment: | +11 |
This creature possesses the thin, spidery build and squirming face-tentacles of a mind flayer, but its flesh is dry and cracked, and its pale, white eyes emit an abyssal red glow.
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 overcoming damage reduction.
Psionics (Sp): At will—charm monster (DC 22), detect thoughts (DC 20), levitate, plane shift, suggestion (DC 21). Effective caster level 8th. The save DCs are Charisma-based. If you are using the Expanded Psionics Handbook, the alhoon has the same psionic ability as a normal psionic mind flayer (see page 204, Expanded Psionic Handbook).
Skills: Like other liches, alhoons have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Spells: 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), nondetection; 4th—black tentacles, dimension door, greater invisibility; 5th—cone of cold (DC 23), teleport; 6th—globe of invulnerability.
Possessions: gloves of Dexterity +4, ring of protection +4, ring of evasion, cloak of resistance +4, wand of scorching ray, pale green ioun stone, pale lavender ioun stone.
Source: Lords of Madness, page 157.