Aberrant Mind. Magic can't read the psurlon's thoughts or put the psurlon to sleep.
Two Heads. The psurlon has advantage on saving throws it makes to avoid or end the frightened, stunned, or unconscious condition on itself. While one of the psurlon's heads is asleep, its other head is awake.
Spellcasting (Psionics). The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
1/day each: dimension door, suggestion
2/day each: disguise self, mage armor (self only)
Multiattack. The psurlon makes two Bite attacks and two Claw attacks. It can also use Pacify (if available) or Psychic Crush.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:5 (1d4 + 3) slashing damage.
Pacify (Recharge 5–6). The psurlon targets one creature it can see within 120 feet of itself. The target must succeed on a DC 16 Wisdom saving throw or fall unconscious for 10 minutes. The condition ends if the target takes any damage or if another creature uses its action to shake the target awake.
Psychic Crush. The psurlon targets one creature it can see within 120 feet of itself. The target must make a DC 16 Wisdom saving throw, taking 21 (3d10 + 5) psychic damage on a failed save, or half as much damage on a successful one.
One out of every hundred psurlons is a mutant with two heads, one at each end of its body, and a superior intellect. Other psurlons look to the two-headed ones for leadership.