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Homebrew based on Alhoon(5e)

Yuul CR: 10

Medium innate spellcasting(psionics) - sc ability is int. may cast **levitate** , **detect thoughts** , **dominate monster**(1) , **plane shift**(1) at will with no components., lawful evil
Armor Class: 15
Hit Points: 16d8+48
Speed: 30 ft , fly: 0 ft , swim: 30 ft , climb: 15 ft , can hover

STR

10 +0

DEX

12 +1

CON

16 +3

INT

19 +4

WIS

17 +3

CHA

17 +3

Saving Throws: Saving Throws Con +7, Int +8, Wis +7, Cha +7
Skills:

Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5

Damage Vulnerabilities: Radiant, Vitality, Magic Imbued
Damage Resistances: Cold, Necrotic, Lightning
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Paralyzed, Exhaustion, Poisoned
Senses:

Truesight: 120ft., Passive Perception 17

Languages: Deep Speech, Undercommon, Telepathy (120ft)
Challenge Rating: 10
Proficiency Bonus: +4

[color:#0e87bc] Yuul casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16)

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Actions

Multiattack: Yuul 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 the alhoon regains 14 hit points.
  • Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.

Mind Blast (Recharge 5–6). The alhoon magically emits psychic 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) 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.

Spellcasting

Reactions

Negate Spell (3/Day). The alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.

Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Legendary Actions

Devour Hope(Recharge 6): Yuul targets a grappled or restrained creature within 15 ft. If the target has fewer than 100 hit points, it must make a DC 17 Wisdom saving throw or instantly die as it's desire to go on is extinguished. This counts as a death effect. If Yuul's target is restrained by his Psychic Grip the target makes the saving throw with disadvantage.

Psychic Grip (Costs 2 Actions): Yuul psionically seizes the mind and body of a creature he can see within 60 feet. The target must succeed on a DC 17 Intelligence saving throw or be restrained (grappled psionically) until they succeed the saving throw or Yuul loses concentration. The restrained creature can attempt another Intelligence saving throw at the end of each of its turns, ending the effect on a success.

Regional Effects

Trauma Tethers (Optional): Yuul can psionically sense sentient creatures with unresolved guilt, despair, or mental anguish within 1 mile. He can communicate telepathically with these creatures, implanting suggestions or further twisting their emotions to feed their torment.

Usual Tactics

Yuul is a manipulative an intelligent foe who leverages his psionic abilities, the nightmare's environment, and influence over the Kuo-toa to dismantle opponents mentally and emotionally before engaging them directly. He is sadistic and believes that the more broken a soul is before feeding on it, the more it sustains him. His tactics revolve around exploiting weakness, dividing attention, forcing difficult choices to drive the party apart, and controlling the battlefield.

Battlefield Control: Counterspell: Yuul saves his Counterspell for key spells like Dispel Magic, Healing Word, or Freedom of Movement to maintain control. Dominate Monster: Used early in combat to turn a strong melee character or spellcaster against their allies. He prefers targets with low Wisdom saves. Mind Rend: Used to disrupt clustered party members, dealing psychic damage and stunning them for follow-up attacks. Target Priority: Yuul focuses on mentally weaker party members first, such as those with low Intelligence or Wisdom saves. He avoids engaging tanks and heavily armored opponents until they are isolated or restrained. Restraint and Isolation: Psychic Bind (Legendary Action): Used to psionically grapple high-priority targets, such as healers or spellcasters. While restrained, Yuul focuses his attacks and abilities on them. Plane Shift (Escape): If surrounded or outmatched, Yuul uses Plane Shift to retreat and regroup, leaving the party stranded in the Nightmare. Devour Hope: Yuul saves this for dramatic moments, targeting a party member who has already been weakened or restrained. He uses it not only to eliminate threats but also to demoralize the group by showcasing his power. Psychological Warfare Manipulative Bargains: Throughout the fight, Yuul telepathically offers party members a way out—turn over Omun, sacrifice an ally, or submit to becoming the new anchor for the Nightmare etc. Defensive Tactics Magic Resistance: Yuul prioritizes avoiding direct damage and relies on his high saving throws and resistance to magic. Hit-and-Run: Yuul rarely remains stationary, teleporting or moving to inaccessible areas while his minions and the Nightmare's effects distract the party. Minion Support: Kuo-Toa Elites: Yuul deploys them to protect his flanks and pressure squishier party members. Kuo-Toa Mages: These mages are mainly focused on keeping the stasis sphere imprisoning Omun active. On a high enough arcana or perception check etc the party can be made aware of this. If Yuul uses Psionic Grip on Dusk: He maintains concentration while narrating their slow mental collapse to the party, forcing them to watch helplessly. He emphasizes the futility of resistance, daring the party to attack him and risk harming their ally. If the party retaliates effectively, Yuul pretends to falter, only to use Soul Extraction on Dusk at the climax to drive home his overwhelming power. Final Stages of Combat If Yuul’s hit points drop below 50%, he adapts: Desperation Moves: Unleashes Mind Rend to incapacitate multiple party members. Focuses his most devastating spells on remaining threats. Retreat and Revenge: If the tide turns against him, Yuul uses Plane Shift to escape, ensuring he can return later to exact revenge.

Yuul the Honest is an ancient alhoon, a fusion of mind flayer intellect and undeath, who has twisted the Abyssal Depths to his design. His skeletal form, augmented by driftwood and coral, is draped in seaweed-like robes that seem to ripple with a phantom current. Lidless eyes burn with icy intelligence, and translucent tendrils hang from his face like ghostly jellyfish. Yuul’s presence exudes eldritch despair. He manipulates reality with his psionics, bending minds and devouring hope with cold, clinical precision. Beneath his calm exterior lurks an unrelenting hunger to reshape the nightmare into a womb for the mind flayer race, and in turn reshape the world through the prism of the Nightmare's torment.

Suggested Environments

Ashport Nightmare, decrepit coves, abyssal plains, anywhere mucky, moist and creepy.


Created by

Flower13oi.

Statblock Type

Monster

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