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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