Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects.
Spellcasting. The alhoon uses Psionics (Int) to cast spells (spell save DC 16, +8 to hit with spell attacks). It has 20 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
1 mana: agonizing rebuke, blur, call to mind, confusion, disguise, ego whip, haze senses, hover, immovable object, inertial armor, invisibility, kinetic assault, kinetic barrier, kinetic bulwark, kinetic retort, kinetic shield, meld mindcrystal, mind over body, mind spike, mind trap, psychic fortress, sending, sense minds, telekinesis, telekinetic charge, thought shield, wall bind, wandering mind
2 mana: animate objects, co-opt concentration, gravitational well, inertial barrier, inertial wall, kinetic explosion, kinetic grasp, kinetic onslaught, mind blast, mind control, modify memory, psychic crush, psychic reformation, stasis, synaptic static, telepathic bond, tiny servant, touchsight
1/day: plane shift (self only)
Turn Resistance. The alhoon has advantage on saving throws against any effect that turns undead.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 1 m. Hit: 10 (3d6) cold damage.
Mind Blast (Recharge 5–6). The alhoon magically emits psychic energy in a 10-meter cone or line. Each creature in that area must succeed on a DC 16 Will 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.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9