Great Old One Hastur
Epic Monsters: Hastur (5E)
The most enigmatic of the Great Old Ones, the strange entity wrapped in mystery and tattered yellow robes: Hastur.
From what I can tell nobody’s entirely certain what’s up with Hastur and The Yellow King. Is the Yellow King Hastur? Is it only an avatar to partake of the physical world? These are questions beyond my ken and so I’m deferring to the good golems at Paizo and their writeup for The Yellow King in Pathfinder Roleplaying Game: Bestiary 4.
Medium aberration (great old one), chaotic evil
Armor Class 26 (natural armor)
Hit Points 500 (40d8+320)
Speed 80 ft., fly 60 ft.
|20 (+5)||27 (+8)||26 (+8)||28 (+9)||27 (+8)||31 (+10)|
Skills Acrobatics +17, Arcana +18, Deception +19, History +18, Insight +17, Intimidation +19, Investigation +17, Perception +17, Performance +19, Sleight of Hand +17, Stealth +17
Damage Resistances acid, fire, lightning, necrotic; bludgeoning, piercing, and slashing from magical or adamantine weapons
Damage Immunities cold, thunder; bludgeoning, piercing, and slashing from nonmagical weapons not made from adamantine
Condition Immunities charmed, diseased, frightened, paralyzed, petrified
Senses darkvision 120 ft., truesight, passive Perception 27
Languages Deep Speech, telepathy 100 ft. (tongues)
Challenge 29 (135,000 XP)
Fulvous Dreams. When Hastur uses Nightmare Haunting on a target that has seen the Yellow Sign, it also inflicts horrifying dreams tinted with a nauseating yellow color and thick with overwhelming sensations of decadence, shame, and entropic disorder. The target makes a DC 27 Wisdom saving throw or is compelled to seek out a Yellow Sign, throwing all of its resources and actions into the obsession. While obsessed, the target has disadvantage on Wisdom saving throws, saving throws against symbol, Constitution saving throws to maintain concentration on a spell, and Wisdom ability checks. This obsession effect ends immediately when the target looks upon the Yellow Sign.
Immortality. When Hastur is slain the robes that drape its frame suddenly drop to the ground as if whatever shape supported them had suddenly ceased to exist. The robes themselves remain inanimate on the ground, but any humanoid creature that touches them must succeed at a DC 27 Wisdom saving throw to resist a sudden urge to put the robes on. Doing so is requires an action and bonus action and provokes opportunity attacks. Once it has donned Hastur’s robes, the creature immediately perishes, and its body is destroyed. In its place, Hastur lives again, as if brought back via resurrection. If the discarded robes are not donned within 24 hours they fade away leaving behind a faint yellow stain, and Hastur can’t manifest a physical body again until the conditions are right.
Innate Spellcasting. Hastur’s innate spellcasting ability is Charisma (spell save DC 27; spell attack +19). It can innately cast the following spells, requiring no material components:
Constant: fly, freedom of movement, tongues, true seeing
At will: astral projection, counterspell, dimension door, dispel magic, dream, mirage arcane, ray of enfeeblement, sending, suggestion, wish* (see below)
3/day: feeblemind, project image, mass suggestion, symbol, teleport
Insanity. Any creature that attempts to interact directly with Hastur’s thoughts (such as via detect thoughts or telepathy) must succeed at DC 27 Wisdom saving throw or gain an indefinite madness. When using its telepathy to communicate Hastur doesn’t activate this feature unless it spends an action to focus its mind on one opponent.
Legendary Resistance (3/Day). If Hastur fails a saving throw, it can choose to succeed instead.
Magic Resistance. Hastur has advantage on saving throws against spells and other magical effects.
Nightmare Haunting. While on the Ethereal Plane or Material Plane, Hastur magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 minute, the target gains no benefit from its rest, and its hit point maximum is reduced by 7 (2d6). If this effect reduces the target’s hit point maximum to 0, the target dies and its soul travels to Carcosa. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic. For every 5 minutes the visions last, the target gains a short-term madness. For every 10 minutes the visions last, the target gains a long-term madness.
Regeneration. Hastur regains 20 hit points at the start of its turn if it has at least 1 hit point. Hastur dies only if it starts its turn with 0 hit points.
Reveal Visage. Hastur can use a bonus action to reveal the true shape beneath its robes to one adjacent creature able to see Hastur. The creature makes a DC 27 Wisdom saving throw or is paralyzed for 1d4 rounds and temporarily reduces its Wisdom by 1 at the end of its turn each round the paralysis lasts, though the revelation is too awful for memory to retain. A creature regains its Wisdom by 1 point at the end of a short rest or 1d4 points at the end of a long rest.
Sneak Attack (1/Turn). Hastur deals an extra 35 (10d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Hastur’s that isn’t incapacitated and Hastur doesn’t have disadvantage on the attack roll.
Wish. Although Hastur may innately cast the wish spell at will, it can do so only to grant the wishes of other creatures, and only once per creature. Invariably, the results of these wishes serve somehow to advance Hastur’s agenda.
Yellow Sign (1/Day). On its turn, Hastur can touch any solid surface and inscribe the Yellow Sign upon it. Once inscribed, the Yellow Sign remains for a year, but is active only on certain nights when the light from Hastur’s distant world shines in the night sky as a star. When a creature looks upon an active Yellow Sign, it makes a DC 27 Wisdom saving throw or becomes dominated by Hastur (as dominate monster but without the need for Hastur to concentrate); whether or not the save is successful, the creature is immune to that Yellow Sign for 24 hours. While the creature is under this domination effect, if the creature is killed primarily with magic or breathed its last just before death by spell, it immediately dies and allows Hastur to manifest physically at the location of its corpse, as if the victim had donned Hastur’s tattered robes (see Immortality). A Yellow Sign can be removed with dispel magic.
Multiattack. Hastur uses its Unspeakable Presence then attacks four times with its shredded robes.
Shredded Robe. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 24 (3d10+8) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 27 Constitution saving throw or lose 3 (1d6) hit points at the start of each of its turns due to an unnatural wound. Each time Hastur hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). Any creature can take an action to stanch the wound with a successful DC 27 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Unspeakable Presence. Each creature of Hastur’s choice within 300 feet of it and aware of it must succeed on a DC 27 Wisdom saving throw or gain a short-term madness. On a failure by 5 or more, the target gains a long-term madness instead, and on a failure by 10 or more, the target gains an indefinite madness instead. On a success, a creature is immune to Hastur’s Mind-Shattering presence for 1 minute.
This entity appears to be a skeletal human form hidden under tattered yellow robes, but it moves with unsettling, inhuman grace.
Source Bestiary 4 pg. 140
Hastur is the most mysterious of the Great Old Ones. In fact, the entity known as Hastur might actually be an Outer God. The physical manifestation of this entity is known as the King in Yellow, and though most consider this creature – a vaguely human-shaped figure draped in a yellow cloak, to be synonymous with Hastur himself, many scholars believe that the King in Yellow is nothing more than an avatar used by the true Hastur to move among the denizens of the physical world. Hastur himself is said to dwell upon a distant world called Carcosa on the shores of the monstrous Lake of Hali, and his power on a planet is strongest when the baleful light of Carcosa’s star is visible in that planet’s night sky.
|Hastur CR 29|
CE Medium aberration (chaotic, evil, Great Old One) Init +26;
Senses Darkvision 60 ft., true seeing; Perception +47
Aura unspeakable presence (300 ft., DC 40)
|AC 48, touch 37, flat-footed 31 (+16 Dexterity, +1 Dodge, +10 insight, +11 natural)|
hp 731 (34d8+578); fast healing 25
Fort +28, Ref +27, Will +29
Defensive Abilities freedom of movement, immortality, insanity (DC 40);
DR 15/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, Paralysis, petrification, sonic;
Resist acid 30, electricity 30, fire 30; SR 40
|Speed 80 ft.; air walkMelee 4 tattered lash +41 (2d8+7 plus bleed) |
Space 5 ft., Reach 40 ft.
Special Attacks bleed (1d6), fulvous dreams, mythic power (10/ day, surge +1d12), reveal visage, sneak attack +10d6, Yellow
Sign Spell-Like Abilities (CL 29th; concentration +42)
Constant – air walk, freedom of movement, tongues, true seeing
At will- astral projection, dimension door, dream, enervation, greater dispel magic, insanity (DC 30), mirage arcana (DC 28), nightmareM (DC 28), sendingM, veil, wishM (see below)
3/day- demand (DC 31), quickened feeblemind, interplanetary teleportUM, mass suggestion (DC 29), project image (DC 30)
1/day- symbol of death (DC 31), symbol of fear (DC 29), symbol of insanity (DC 31), symbol of pain (DC 28), symbol of persuasion (DC 29), symbol of strife (DC 32), symbol of stunning (DC 30), symbol of weakness (DC 30)
|Strength 24, Dexterity 43, Constitution 44, Intelligence 35, Wisdom 31, Charisma 36 |
Base Atk +25; CMB +41; CMD 69 (can’t be tripped)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Greater Feint, Greater Vital Strike, Improved Critical (tattered lash), Improved Feint, Improved Vital Strike, Mobility, Quicken Spell-Like Ability (feeblemind), Spring Attack, Staggering Critical, Vital Strike, Weapon Finesse, Whirlwind Attack
Skills Acrobatics +53 (+73 when jumping), Bluff +47, Disguise +47, Intimidate +50, Knowledge (arcana, geography, history, local) +46, Knowledge (nobility) +49, Perception +47, Perform (act) +47, Sense Motive +44, Sleight of Hand +50, Spellcraft +49, Stealth +53, Use Magic Device +47; Racial Modifiers +20 Acrobatics when jumping
Languages Aklo; telepathy 100 ft., tongues SQ otherworldly insight
|Fulvous Dreams (Su): When Hastur uses his nightmare spell-like ability on a creature that has seen the Yellow Sign, he also afflicts that creature with horrifying dreams tinted with a nauseating yellow color and thick with overwhelming sensations of decadence, shame, and entropic disorder. In addition to the effect of nightmare, the target must also succeed at a DC 40 Will save or be compelled to seek out a Yellow Sign, throwing all of his resources and actions into the obsession. While obsessed, the target takes a -4 penalty on Will saving throws, saving throws against symbol spells, concentration checks, and Wisdom-based skill checks. This obsession effect ends immediately if the victim looks upon the Yellow Sign. This is a mind-affecting curse effect. The save DC is Charisma-based. |
Immortality (Ex): If Hastur is slain, the robes that drape his frame suddenly drop to the ground as if whatever shape supported them had suddenly ceased to exist. The robes themselves remain inanimate on the ground, but any humanoid creature that touches them must succeed at a DC 40 Will save to resist a sudden urge to put the robes on. Doing so is a full-round action that provokes attacks of opportunity. Once it has donned Hastur’s robes, the creature immediately perishes and its body is destroyed. In its place, Hastur lives again, as if brought back via true resurrection. If the discarded robes are not donned within 24 hours, they fade away, leaving behind a faint yellow stain. In this case, Hastur can’t manifest a physical body again until the conditions are right, or until an unwitting cultist or fool calls him forth once again. The save DC is Charisma-based.Reveal Visage (Su): As a swift action, Hastur may reveal to one adjacent creature the true shape beneath his robes. The creature must succeed at DC 40 Will save or be paralyzed for 1d4 rounds and take 1d4 points of Wisdom drain at the end of its turn each round the Paralysis lasts, though the revelation is too awful for memory to retain. This is a mind-affecting fear effect. The save DC is Charisma-based.
Tattered Lash (Ex): Hastur attacks with long strips of his tattered yellow robes. These strips have a reach of 40 feet and are primary natural slashing attacks. Bleed damage from the strips stacks with itself (up to 10d6 points of bleed damage). Hastur treats insane targets as if they were flatfooted when he attacks with these weapons.
Unspeakable Presence (Su): Failing a DC 40 Will save against Hastur’s unspeakable presence afflicts a creature with a random insanity. A creature that is already insane instead becomes confused for as long as it remains in the area. The save DC is Charisma-based.
Wish (Sp): Although Hastur may use wish as a spell-like ability at will, he can do so only to grant the wishes of other creatures, and only once per creature. Invariably, the results of these wishes serve somehow to advance Hastur’s agenda.
Yellow Sign (Su): Once per day as a free action, Hastur can touch any solid surface and inscribe the Yellow Sign upon it. Once inscribed, the Yellow Sign remains for a year, but is active only on certain nights when the light from Hastur’s distant world shines in the night sky as a star. Any creature that looks upon an active Yellow Sign must succeed at a DC 40 Will save to avoid becoming dominated by Hastur (as dominate monster); whether or not the save is successful, the creature doesn’t have to save against that Yellow Sign again for 24 hours. While the creature is under this domination effect, if the creature’s Charisma drain plus Charisma damage ever equal its Charisma score, it immediately dies and allows Hastur to manifest physically at the location of its corpse, as if the victim had donned Hastur’s tattered robes (see immortality). A Yellow Sign can be removed with dispel chaos, dispel evil, or erase, any of which requires the caster to succeed at a DC 35 caster level check. Mage’s disjunction automatically removes a Yellow Sign. This is a mind-affecting effect. The save DC is Charisma-based.
|Environment any |
Organization solitary (unique)
Hastur’s cult is primarily composed of decadent nobles, playwrights, and aristocrats who have grown bored with life and have sought out increasingly deviant, bizarre, and self-destructive methods of achieving gratification in life. His temples are opulent and excessive, opera houses, manors, and the like that contain hidden chambers for pastimes best indulged in secret. His cultists are particularly eager to bring innocents into their fold, exposing them to the Yellow Sign so that their bodies and minds can serve as portals through which the King in Yellow may walk the world.
Hastur’s cult is associated with decadence, disorder, and nihilism, and its symbol is the Yellow Sign. The least varieties of these symbols are nonmagical, and somewhat inaccurate, representations of the sigil, though the more powerful cults possess methods by which they can craft fully functional Yellow Signs. Unlike those created by Hastur, a cult-created Yellow Sign can be resisted with a successful DC 23 Will save (as if it were a 9th-level spell). Hastur’s clerics have access to the domains of Chaos, Evil, Rune, and Void, and to the subdomains of Dark Tapestry, Language, Stars, and Wards. Hastur’s favored weapon is the rapier.