Monster
Hutijin
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 19 (natural armor)
- Hit points
- 200 (16d10 + 112)
- Speed
- Walk 30 ft., Fly 60 ft.
- Challenge rating
- 21
- Alignment
- Lawful Evil
- Strength
- 27
- Dexterity
- 15
- Constitution
- 25
- Intelligence
- 23
- Wisdom
- 19
- Charisma
- 25
- Passive Perception
- 21
- Saving Throws
- dex: +9; con: +14; wis: +11
- Skills
- intimidation: +14; perception: +11
- Senses
- truesight 120 ft.
- Languages
- all, telepathy 120 ft.
- Resistances
- cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- fire, poison
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
Traits
Infernal Despair
Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage.
Legendary Resistance (3/Day)
If Hutijin fails a saving throw, he can choose to succeed instead.
Hutijin has advantage on saving throws against spells and other magical effects.
Magic Weapons
Hutijin's weapon attacks are magical.
Regeneration
Hutijin regains 20 hit points 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 hit points 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 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, 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 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Mace
Melee Weapon Attack: +15 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 (2d10 + 8) bludgeoning damage.
Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet 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 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom 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 action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Hutijin attacks once with his mace.
Lightning Storm (Costs 2 Actions)
Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
Hutijin uses his Teleport action.
Innate Spellcasting
Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire
3/day: dispel magic