Hashutu

Medium aberration, typically lawful evil

Armor Class

15 (breastplate)

Hit Points

156 (24d8 + 48)

Speed

30 ft., fly 60 ft.(hover)

Saves

wis +7, cha +8, int +9

Skills

insight +7, stealth +5, arcana +9, perception +7

Damage Resistances

psychic

Condition Immunities

blinded, charmed, frightened

Senses

blindsight 60 ft., darkvision 120 ft., truesight 15 ft.

Languages

Deep Speech, telepathy 120 ft., Undercommon

Challenge

11

Proficiency Bonus

+4

Legendary Resistance (3/Day)

If Hashutu fails a saving throw, it can choose to succeed instead.

Magic Resistance

Hashutu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Hashutu makes two Tentacle attacks.

Tentacle

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 17) and must succeed on a DC 17 Intelligence saving throw or have the incapacitated condition until the grapple ends.

Extract Brain

Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated Humanoid grappled by Hashutu. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Hashutu kills it by extracting and devouring its brain.

Spellcasting (Psionics)

Hashutu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17): • At will: detect magic, detect thoughts, mage hand (the hand is invisible) • 1/Day: plane shift (self only) • 3/Day each: clairvoyance (as an action), dispel magic

Unleash Void (Recharge 5-6)

Hashutu opens a rift into the Far Realm, centered on a point Hashutu can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a DC 17 Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 (4d8) cold damage from the rift plus 18 (4d8) psychic damage from the tentacle and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.