Kryx RPGThemesMonsters

Hutijin

Large fiend (devil)
Challenge
21 (33,000 XP)

STR
8
DEX
2
CON
7
INT
6
WIS
4
CHA
7

200
16d10+112
19
Soak
2
Fort
+14
Ref
+12
Will
+13
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities charmed, exhausted, frightened, poisoned

Speed 9 m., fly 18 m.
Senses truesight 35 m., passive Perception 21
Skills Coercion +14, Perception +11
Languages all, telepathy 35 m.

Dashing Strike. If the hutijin uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Infernal Despair. Each creature within 4.5 meters of Hutijin that isn’t a devil makes saving throws with disadvantage.

Innate Spellcasting. Hutijin’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells:

At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold creature, invisibility (self only), lightning bolt, suggestion, wall of fire

3/day: dispel magic

1/day each: heal

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 health at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 health 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 1.5 m. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Fortitude saving throw or become poisoned. While poisoned in this way, the target can’t regain health, and it takes 10 (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 its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +15 to hit, reach 3 m. Hit: 17 (2d8 + 8) slashing damage.

Mace. Melee Weapon Attack: +15 to hit, reach 1.5 m. Hit: 15 (2d6 + 8) bludgeoning damage, or 17 (2d8 + 8) bludgeoning damage if used with two hands.

Tail. Melee Weapon Attack: +15 to hit, reach 3 m. Hit: 19 (2d10 + 8) bludgeoning damage.

Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 35 meters 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 creature within 9 meters of him that isn’t a devil must succeed on a DC 22 Will saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at 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

The hutijin can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The hutijin regains spent legendary actions at the start of its turn.

Attack. Hutijin attacks once with his mace.

Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 6-meters radius. All other creatures in that area must each make a DC 22 Reflex saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.

Teleport. Hutijin uses his Teleport action.

mtof