Hutijin

Large fiend (devil), lawful evil

Armor Class

19 (natural armor)

Hit Points

200 (16d10 + 112)

Speed

30 ft., fly 60 ft.

STR

27 (+8)

DEX

15 (+2)

CON

25 (+7)

INT

23 (+6)

WIS

19 (+4)

CHA

25 (+7)

Damage Immunities

fire, poison

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft., passive Perception 21

Saving Throws

Dex +9, Con +14, Wis +11

Skills

Intimidation +14, Perception +11

Languages

all, telepathy 120 ft.

Challenge

21 (33,000 XP)

Infernal Despair. Each creature within 15 feet 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, 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

  • 1/day each: heal, symbol (hopelessness only)

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 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.

Teleport Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Hutijin 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. Hutijin regains spent legendary actions at the start of his turn.

Attack 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.

Teleport Hutijin uses his Teleport action.

large
fiend
cr21
mordenkainens-tome-of-foes
(p. 175)