Helashruu

Huge Aberration, chaotic evil (CR 13)

Armor Class 18 natural armor

Hit Points 184 (16d12+80)🎲

Speed 0 ft., fly 50 ft., hover true ft.


STR

20 (+5)

DEX

15 (+2)

CON

20 (+5)

INT

14 (+2)

WIS

17 (+3)

CHR

20 (+5)


Skills perception 13

Senses truesight 90 ft., passive Perception 23

Languages Void Speech, telepathy 120 ft.

Challenge Rating 13

Actions

Multiattack.

The helashruu uses Trap Life if it can. It then makes four shard whip attacks.

Shard Whip.

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Reflect Energy (Recharge 5-6).

The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn’t taken damage within the past 1 minute, the damage type is force.

Trap Life (Recharge 6).

One creature of the helashruu’s choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu’s mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu’s turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu’s surface while a creature is trapped inside it.

If the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu.

Teleport.

The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Dimensional Hop (3/Day).

The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can’t use this action to banish an unwilling creature to another plane.


sizeHuge

typeAberration

group

alignmentchaotic evil

strength_save

dexterity_save7

constitution_save

intelligence_save

wisdom_save8

charisma_save

perception13

damage_vulnerabilitiesbludgeoning, thunder

damage_resistancesacid, cold, fire, lightning, piercing, psychic

damage_immunitiesslashing

condition_immunitiescharmed, paralyzed, petrified, prone

cr13

reactions

legendary_desc

legendary_actions

special_abilitiesname: Innate Spellcasting (1/Day),desc: The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma.

spell_list

page_no197

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 197
Other formats: JSON

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