Hastulluh, Yuan-ti Anathema (5e Creature)
Hastulluh
Medium monstrosity (Yuan-ti), lawful evil Armor Class 18 (natural armor)
Saving Throws Dex +10, Int +9, Wis +8, Cha +11 Innate Spellcasting (Psionics): Hastulluh’s innate spellcasting ability is Charisma (spell save DC 18). Hastulluh can innately cast the following spells, requiring no material components: ● At will: Suggestion, Snake Charm, Cause Fear ● 3/day each: Polymorph, Darkness, Counterspell ● 1/day each: Dominate Person, Mass Suggestion, Hold Monster Magic Resistance: Hastulluh has advantage on saving throws against spells and other magical effects. Multiheaded Awareness: Hastulluh’s six serpentine heads give it advantage on Wisdom (Perception) checks and saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Poisoned Mind: Whenever a creature attempts to read Hastulluh’s thoughts or deal psychic damage to it, the creature must succeed on a DC 18 Intelligence saving throw or take 10 (3d6) psychic damage and be stunned until the end of its next turn. Snake Sovereign: As an Anathema, Hastulluh can command any snake or Yuan-ti creature within 60 feet of it. These creatures have advantage on saving throws while within this range. ACTIONSMultiattack: Hastulluh makes three attacks: one with its Bite and two with its Claws. Bite (Snake Head): Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) poison damage. Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Psychic Lash (Recharge 5–6): Hastulluh lashes out with psychic energy at a creature it can see within 60 feet. The target must make a DC 18 Intelligence saving throw. On a failed save, the target takes 27 (6d8) psychic damage and is incapacitated until the end of its next turn. On a success, the target takes half damage and is not incapacitated. Hypnotic Command: Hastulluh chooses one creature within 30 feet that it can see. The creature must make a DC 18 Wisdom saving throw or be charmed by Hastulluh for 1 minute. While charmed, the creature obeys Hastulluh’s telepathic commands. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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