mordenkainens tome of foes

(Jeff_L) #1




HUTIJIN


Large.fiend (devil), lawful evil

Armor Class 19 {natural armor)

Hit Poi nts 200 (16d10 + 112)

Speed 30 ft. , fly 60 ft.

STR

27 (+8)

DEX

15 {+2)

CON

25 (+7)

INT

23 {+6)

Saving Throws Dex +9, Con+ 14, Wis+ 11

Skills Intimidation +14, Perception +11

WIS

19 (+4)

CHA

25 (+7)

Damage Resistances cold; bludgeoning, piercing, and slashing

from nonmagical attacks that aren't silvered

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, frightened,

poisoned

Senses t ruesight 120 ft., passive Perception 21

Languages all, telepathy 120 ft.

Challenge 21 (33,000 XP)

Infernal Despair. Each creature within 15 feet of Hutijin that

isn't a devil makes saving throws with disadvantage.

Innate Speffcasting. Hutijin's innate spellcasting ability is Cha-

risma {spell save DC 22). He can innately cast the following

spells, requiring no material components:

At will: alter self {can become Medium when changing his ap-

pearance), animate dead, detect magic, hold monster, invisibil-

ity (self only), lightning bolt, suggestion, wall of fire

3/day: dispel magic

1/day each: heal, symbol (hopelessness only)

Legendary Resistance (3/Day). If Hutijin fails a saving throw, he

can choose to succeed instead.

Magic Resistance. Hutijin has advantage on saving throws

against spells and other magical effects.

Magic Weapons. Hutijin' s weapon attacks are magical.

" '


Regeneration. Hutijin regains 20 hit points at the start of his

turn. lfhe takes radiant damage, this trait doesn' t function at

the start of his next turn. Hutijin dies only ifhe starts his turn

with 0 hit points and doesn't regenerate. ..

ACTIONS

... ., _


Multiattack. Hutijin makes four attacks: one with his bite, one

with his claw, one with his mace, and one with his tail.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.

Hit: 15 (2d6 + 8) piercing damage. The target must succeed on

a DC 22 Constitutio n saving throw or become poisoned. While

poisoned in this way, the target can't regain hit points, and it

takes l 0 (3d6) poison damage at the start of each of its turns.

The poisoned target can repeat the saving throw at the end of

each of it s turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: + l 5 to hit, reach l 0 ft., one target.

Hit: 17 (2d8 + 8) slashing damage.

Mace. Me lee Weapon Attack:+ l 5 to hit, reach 5 ft., one target.

Hit: 15 (2d6 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +15 to hit, reach 10 ft. , one target.

Hit: 19 (2dl0 + 8) bludgeoning damage.

Teleport. Hutijin magically teleports, along with any equipment

he is wearing and carrying, up to 120 feet to an unoccupied

space he can see.

REACTIONS

Fearful Voice (Recharge 5 -6). In response to taking damage,

Hutijin utters a dreadful word of power. Each c reature within 30

feet of hi m that isn't a devil must succeed on a DC 22 Wisdom

saving throw or become frightened of him fo r 1 minute. A

creature can repeat the saving throw a t the end of each of its

turns, ending the effect on itself on a success. A creature that

saves against this effect is immune to Hutijin's Fearful Voice

for 24 hours.

LEGENDARY ACTIONS

Hutijin can take 3 legendary actions, choosing from the op-

tions below. Only one legendary action option can be used at

a time and only at the end of another creature's turn. Hutijin

regains spent legendary actions a t the start of his turn.

Attack. Hutijin attacks once with his mace.

Lightning Storm (Costs 2 Actions). Hutijin re leases lightning in

a 20-foot radius. All other creatures in that area must each

make a DC 22 Dexterity saving throw, taking 18 (4d8) light-

ning damage on a failed save, or half as much damage on a

successful one.

Teleport. Hutijin uses his Teleport action.
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