Hastur, The King in Yellow (5e Creature)

From D&D Wiki

Jump to: navigation, search

Hastur, The King in Yellow[edit]

Medium aberration (great old one), neutral evil


Armor Class 20 (natural armor)
Hit Points 462 (44d8 + 264)
Speed 40 ft., fly 60 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 25 (+7) 25 (+7) 28 (+9)

Saving Throws Dex +10, Con +13, Wis +14
Skills Arcana +14, Deception +16, Insight +14, Perception +14, Persuasion +16
Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned, stunned
Senses truesight 60 ft., passive Perception 24
Languages Common, Tongue of the Old Ones, telepathy 120 ft.
Challenge 24 (62,000 XP)


Aura of Insanity. A creature that starts its turn within 120 feet of Hastur must succeed on a DC 20 Charisma saving throw or become frightened 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. The Yellow King's allies are immune to this effect.

Eldritch Resistance (3/Day). If Hastur fails a saving throw, he can choose to succeed instead.

Magic Resistance. Hastur has advantage on saving throws against spells and other magical effects.

Magic Weapons. Hastur's weapon attacks are magical.

Palingenesis. When Hastur is reduced to 0 hit points or killed, only his physical shell is destroyed. It will reform in a realm beyond the material world after one year has passed.

ACTIONS

Multiattack. Hastur makes two attacks, only one of which can be with his tentacle.

Tentacle. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 44 (8d10) psychic damage, and the target has to succeed on a DC 20 Wisdom saving throw or become confused. A confused creature can't take reactions and rolls a d8 the start of each of its turn. On a roll of 1 or 2, the creature does nothing. On a roll of 3 or 4, it makes a melee attack against a random creature other than Hastur or one of his allies. If no creature is nearby, it does nothing. On a roll of 5 or 6, the creature uses all its movement to wander off in a random direction. On a roll of 7 or 8, the creature makes a melee attack against itself. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Royal Gaze. Ranged Spell Attack: +16 to hit, range 60 ft., one creature. Hit: 22 (4d10) psychic damage.


LEGENDARY ACTIONS

Hastur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hastur regains spent legendary actions at the start of his turn.

Attack. Hastur makes one attack with either his royal gaze or his tentacle.
King's Call. Hastur chooses a confused creature he can see. The creature casts a spell that it knows of Hastur's choice. Should the confusion status end while the creature is still casting the spell, it can choose to interrupt the casting.
Death Gaze (Costs 2 Actions). A creature within 120 feet of Hastur must succeed on a DC 20 Constitution saving throw or take 33 (6d10) necrotic damage. The target dies if the gaze reduces it to 0 hit points.

Hastur, the King in Yellow appears as a figure dressed in tattered yellow robes, sometimes with a vague halo around his head, sometimes with a red crown or a pair of wings. Nobody knows who or what the King in Yellow truly is, and neither is it clear whether or not he is truly hostile towards sentient beings. The madness caused by the King's presence is even considered to be enlightening by some.
Hastur is worshipped by decadent and hedonistic nobles, aristocrats and artists who have grown bored with life and have sought out increasingly deviant, bizarre, and self-destructive methods of achieving gratification in life. His temples are opulent and excessive—opera houses, manors, and the like that contain hidden chambers for pastimes best indulged in secret. His cultists are particularly eager to bring innocent humans and other humanoids into their fold, exposing them to the Yellow Sign so that their bodies and minds can serve as portals through which the King in Yellow may walk the world.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: