Hastulluh, Yuan-ti Anathema (5e Creature)

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Hastulluh

Medium monstrosity (Yuan-ti), lawful evil


Armor Class 18 (natural armor)
Hit Points (210 (20d8 + 120))
Speed 30 ft., climb 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 22 (+6) 19 (+4) 16 (+3) 22 (+6)

Saving Throws Dex +10, Int +9, Wis +8, Cha +11
Skills Arcana +9, Deception +11, Insight +8, Perception +8, Persuasion +11, Stealth +10
Damage Resistances Poison, Psychic
Condition Immunities Poisoned, Charmed
Senses Darkvision 120 ft., Passive Perception 17
Languages Abyssal, Draconic, Common, Infernal, telepathy 120 ft.
Challenge 13 (10,000 XP)


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.

ACTIONS

Multiattack: 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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