15 (breastplate)
156 (24d8 + 48)
30 ft., fly 60 ft.(hover)
wis +7, cha +8, int +9
insight +7, stealth +5, arcana +9, perception +7
psychic
blinded, charmed, frightened
blindsight 60 ft., darkvision 120 ft., truesight 15 ft.
Deep Speech, telepathy 120 ft., Undercommon
11
+4
If Hashutu fails a saving throw, it can choose to succeed instead.
Hashutu has advantage on saving throws against spells and other magical effects.
Hashutu makes two Tentacle attacks.
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.
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.
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
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.