HUTIJIN
Large.fiend (devil), lawful evilArmor Class 19 {natural armor)Hit Poi nts 200 (16d10 + 112)Speed 30 ft. , fly 60 ft.STR27 (+8)DEX15 {+2)CON25 (+7)INT23 {+6)Saving Throws Dex +9, Con+ 14, Wis+ 11Skills Intimidation +14, Perception +11WIS19 (+4)CHA25 (+7)Damage Resistances cold; bludgeoning, piercing, and slashingfrom nonmagical attacks that aren't silveredDamage Immunities fire, poisonCondition Immunities charmed, exhaustion, frightened,poisonedSenses t ruesight 120 ft., passive Perception 21Languages all, telepathy 120 ft.Challenge 21 (33,000 XP)Infernal Despair. Each creature within 15 feet of Hutijin thatisn'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 followingspells, 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 fire3/day: dispel magic1/day each: heal, symbol (hopelessness only)Legendary Resistance (3/Day). If Hutijin fails a saving throw, hecan choose to succeed instead.Magic Resistance. Hutijin has advantage on saving throwsagainst spells and other magical effects.Magic Weapons. Hutijin' s weapon attacks are magical." '
Regeneration. Hutijin regains 20 hit points at the start of histurn. lfhe takes radiant damage, this trait doesn' t function atthe start of his next turn. Hutijin dies only ifhe starts his turnwith 0 hit points and doesn't regenerate. ..ACTIONS... ., _
Multiattack. Hutijin makes four attacks: one with his bite, onewith 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 ona DC 22 Constitutio n saving throw or become poisoned. Whilepoisoned in this way, the target can't regain hit points, and ittakes l 0 (3d6) poison damage at the start of each of its turns.The poisoned target can repeat the saving throw at the end ofeach 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 equipmenthe is wearing and carrying, up to 120 feet to an unoccupiedspace he can see.REACTIONSFearful Voice (Recharge 5 -6). In response to taking damage,Hutijin utters a dreadful word of power. Each c reature within 30feet of hi m that isn't a devil must succeed on a DC 22 Wisdomsaving throw or become frightened of him fo r 1 minute. Acreature can repeat the saving throw a t the end of each of itsturns, ending the effect on itself on a success. A creature thatsaves against this effect is immune to Hutijin's Fearful Voicefor 24 hours.LEGENDARY ACTIONSHutijin can take 3 legendary actions, choosing from the op-tions below. Only one legendary action option can be used ata time and only at the end of another creature's turn. Hutijinregains 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 ina 20-foot radius. All other creatures in that area must eachmake a DC 22 Dexterity saving throw, taking 18 (4d8) light-ning damage on a failed save, or half as much damage on asuccessful one.Teleport. Hutijin uses his Teleport action.