Page 176 - Mordenkainen's Tome of Foes Deluxe
P. 176

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              HUTIJIN                                             ACTIONS
              Large.fiend (devil), lawful evil                    Multiattack. Hutijin makes four attacks: one with his bite, one
                                                                  with his claw, one with his mace, and one with his tail.
              Armor Class 19 {natural armor)
              Hit Points 200 (16d10 + 112)                        Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
              Speed 30 ft., fly  60 ft.                           Hit: 15 (2d6 + 8)  piercing damage. The target must succeed on
                                                                  a DC 22 Constitution saving throw or become poisoned. While
                STR     DEX    CON      INT    WIS     CHA        poisoned in this way, the target can't regain hit points, and it
               27 (+8)   15 {+2)   25 (+7)   23 {+6)   19 (+4)   25 (+7)   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
              Saving Throws Dex +9, Con + 14, Wis+ 11             each of its turns, ending the effect on itself on a success.
              Skills Intimidation +14, Perception +11
              Damage Resistances cold; bludgeoning, piercing, and slashing   Claw. Melee Weapon Attack: + l 5 to hit, reach l 0 ft., one target.
               from nonmagical attacks that aren't silvered       Hit: 17 (2d8 + 8) slashing damage.
              Damage Immunities fire,  poison
              Condition Immunities charmed, exhaustion, frightened,   Mace.  Me lee Weapon Attack:+ l 5 to hit, reach 5 ft., one target.
               poisoned                                           Hit: 15 (2d6 + 8) bludgeoning damage.
              Senses truesight 120 ft., passive Perception 21     Tail.  Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
              Languages all, telepathy 120 ft.                    Hit: 19 (2dl0 + 8)  bludgeoning damage.
              Challenge 21  (33,000 XP)
                                                                  Teleport. Hutijin magically teleports, along with any equipment
              Infernal Despair. Each creature within 15 feet of Hutijin that   he is wearing and carrying, up to 120 feet to an unoccupied
              isn't a devil makes saving throws with disadvantage.   space he can see.
              Innate Speffcasting. Hutijin's innate spellcasting ability is Cha-  REACTIONS
              risma {spell save DC 22). He can innately cast the following
                                                                  Fearful Voice (Recharge 5-6). In response to taking damage,
              spells, requiring no material components:
                                                                  Hutijin utters a dreadful word of power.  Each creature within 30
              At will: alter self {can  become Medium when changing his ap-  feet of him that isn't a devil must succeed on a  DC 22 Wisdom
               pearance), animate dead, detect magic, hold monster, invisibil-  saving throw or become frightened of him for 1 minute. A
               ity (self only), lightning bolt, suggestion, wall of fire   creature can repeat the saving throw at the end of each of its
              3/day: dispel magic                                 turns, ending the effect on itself on a success. A creature that
              1/day each: heal, symbol (hopelessness only)
                                                                  saves against this effect is immune to Hutijin's Fearful Voice
              Legendary Resistance (3/Day).  If Hutijin fails a saving throw, he   for 24 hours.
              can choose to succeed instead.
                                                                  LEG ENDARY ACTIONS
              Magic Resistance. Hutijin has advantage on saving throws
                                                                  Hutijin can take 3 legendary actions, choosing from the op-
              against spells and other magical effects.           tions below. Only one legendary action option can be used at
                                                          " '
              Magic Weapons.  Hutijin's weapon attacks are magical.   a time and only at the end of another creature's turn. Hutijin
                                                                  regains spent legendary actions at the start of his turn.
              Regeneration. Hutijin regains 20 hit points at the start of his
              turn. lfhe takes radiant damage, this trait doesn't function at   Attack. Hutijin attacks once with his mace.
              the start of his next turn. Hutijin dies only ifhe starts his turn   Lightning Storm (Costs 2 Actions). Hutijin releases lightning in
              with 0 hit points and doesn't regenerate.       ..    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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