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:
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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
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3/day: dispel magic
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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.