H'Rethi, Soul of the Desert
The Griffon's Saddlebag: Book Two p. 376 (Third Party)
- Size
- Gargantuan
- Type
- construct
- Alignment
- chaotic neutral
- AC
- 18 (natural armor)
- Hit Points
- 296 (16d20+128)
- Speed
- walk 0 ft.
- Saving Throws
- Int +10, Wis +10, Cha +11
- Skills
- Arcana +10, Deception +10, Insight +10, Perception +10
- Immunities
- poison, bludgeoning, piercing, and slashing damage from nonmagical attacks
- Condition Immunities
- blinded, charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
- Senses
- blindsight 300 ft., tremorsense 1 mile
- Passive Perception
- 20
- Languages
- understands Common and Terran but can't speak, telepathy 1 mile.
- Challenge
- 20
Traits
Proficiency Bonus
+6
Immovable
H'Rethi can't move or be moved by any means short of a wish spell.
Immutable form
H'rethi is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day)
When H'rethi fails a saving throw, it can choose to succeed instead.
recharge
3/DAY
Magic Resistance
H'Rethi has advantage on saving throws against spells and other magical effects.
Shattering Destruction
When H'Rethi drops to 0 hit points, it shatters and is destroyed. Any creature on the ground within 30 feet of H'rethi must make a DC 20 Dexterity saving throw, taking 22 (4d10) piercing damage and 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one.
Actions
Multiattack
H'Rethi makes three Soul Ray attacks.
Soul Ray
Ranged spell attack: +11 to hit, range 120 ft., one target. Hit: 14 (4d6) force damage plus 14 (4d6) radiant damage, and the target is pushed up to 10 feet away.
Fortify (Recharge 5-6)
H'Rethi gains 50 temporary hit points, and all attack rolls made against it have disadvantage until the start of its next turn.
recharge
D5
Reactions
Absorb Magic (3/Day)
When H'rethi takes damage from a spell to other magical effect, it instead takes no damage and regains a number of hit points equal to the damage dealt. H'Rethi is still subject to any other effects that might accompany the damage.
recharge
3/DAY
Legendary Actions
Legendary Actions (3/Turn)
H'Rethi can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. H'rethi regains spent legendary actions at the start of its turn.
recharge
3/TURN
Sand Lash
A tendril-like whip rises from the ground, striking at one creature within 120 feet of H'Rethi. The target must make a DC 19 Dexterity saving throw. On a failed save, the target takes 10 (3d6) slashing damage, and if it is Large or smaller, it is also grappled (escape DC 15). If the target is already grappled, it becomes restrained until the grapple ends.
Create Sentry (2 Actions)
H'Rethi creates a 5-foot-radius, 15-foot-high pillar of compacted sand in an unoccupied space it can see within 60 feet of it. When H'rethi uses its Multiattack on its turn, it can make one additional Soul Ray attack for each pillar that exists. Each of these additional attacks originates from a different pillar and only deals the force damage from the attack. The pillar is an object that can be damaged and thus destroyed. It has AC 15 and 30 hit points. Reducing the pillar to 0 hit points causes it to crumble to dust.
Dispel Magic (2 Actions)
H'Rethi casts dispel magic. Its spellcasting ability is Charisma for this spell.
Lair Actions Categoría: lair
On Initiative count 20 (losing initiative ties), H'Rethi takes a lair action to cause one of the following effects; H'Rethi can't use the same effect two rounds in a row.
- H'Rethi conjures a sand elemental in an unoccupied space within 60 feet of it. The elemental disappears when it drops to 0 hit points or after 1 minute. The elemental is friendly to H'rethi and its companions. Roll initiative for the elemental, which has its own turns. It obeys any telepathic commands that H'Rethi issues to it (no action required by H'Rethi).
- H'Rethi unleashes a rippling wave of force through the ground. Each creature on the ground within 120 feet of H'rethi must make a DC 15 Strength saving throw. On a failed save, a creature is pushed 30 feet away from H'rethi, and if it is concentrating, it must succeed on a DC 20 Consttituion saving throw or its concentration is broken. On a successful save, a creature is pushed 10 feet away from H'rethi but suffers no other effects.
- H'rethi begins to shine with an overwhelmingly brilliant light. Until initiative count 20 on the next round, whenever a creature starts its turn and can see H'rethi, it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn. A creature can evert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see H'rethi until the start of its next turn. If the creature look at H'rethi in the meantime, it must immediately make the same.
Other data
description
Within the twisting, shifting rooms of the Desert Spire, the soul of the H'rethi itself abides. This manifestation of the landscape's sentience takes the form of a towering, crystalline structure within its lair. While the very few individuals that know of the H'rethi's physical form remain unendingly secretive about it, theories and legends still abound. Some ascribe the Desert Soul's birth to a fragment of some other deity's essence or a fragment of some legendary weapon of the gods. Regardless of the true origin, the fact is that H'rethi is present and powerful. Full of capricious whimsy and harsh judgment in equal measure, H'rethi is as likely to bless visitors as they are to demolish them.