Alakazam (5e Creature)
Alakazam
Medium humanoid, any alignment Armor Class 16
Saving Throws Wis +6 Inner Focus. The alakazam has advantage on saving throws against being charmed or frightened. Synchronize. When the alakazam is charmed, frightened, paralyzed, poisoned, stunned, or put to sleep by an effect originating from a creature within 120 ft. of it, that creature must make a DC 16 Wisdom saving throw or be affected as well as if they were targeted by the effect. ACTIONSMultiattack. The kadabra makes two Psyshock attacks, and uses Kinesis if it can. Psyshock. Ranged Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) psychic damage. Kinesis (Recharge 5-6). The alakazam targets one creature within 60 ft. of it that it can see. That creature must make a DC 17 Wisdom saving throw or have disadvantage on all attack rolls for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. REACTIONSMagic Guard. When the alakazam takes damage, it can use its reaction to grant itself resistance to the damage. This resistance begins before the alakazam takes the damage, and ends when the alakazam uses this feature again. |
The alakazam is the pinnacle of psychic energy and the evolved form of a kadabra. It can still use its psychic abilities to disorient foes and to damage them, but now it can use its psychic abilities to block extraneous damage and render itself entirely immune to assaults on its mind. |
Back to Main Page → 5e Homebrew → 5e Creatures