With all apologies to my players, this was what showed up on Wednesday's game. I tried to simplify the Pathfinder version a bit while skewing more toward the CoC 6th edition entry. I figure Hastur in a sword & sorcery manifestation will lean more toward a terrifying manifestation of inimical evil...his mask/cloak is a later manifestation in his overall mythos, but has become sort of iconic so I kept a reference to it below.
Dropping an iconic Old One into a D&D session is a quick reminder that D&D and Cthulhu Mythos really don't mix. Not fantasy and mythos, mind you....those can work quite well; but D&D specifically is a flavor of fantasy that does not come naturally to the mythos. The prospect of a campaign in which daredevil heroes have fought rakshasa, death knights and small armies of devils hits a hard wall when the players realize they are fighting something that is effectively a puzzle piece....a creature than can and will destroy or turn them into its minions, while they desperately try to figure out how to unsummon it.
Anyway, I'm thinking that to get back to the more visceral elements of my Pergerron setting I'll be returning to a Magic World powered campaign, and let D&D return to Chirak, Enzada and Lingusia, which are all comfortably home to adventurers who stand a chance against the vile chaos.
Dropping an iconic Old One into a D&D session is a quick reminder that D&D and Cthulhu Mythos really don't mix. Not fantasy and mythos, mind you....those can work quite well; but D&D specifically is a flavor of fantasy that does not come naturally to the mythos. The prospect of a campaign in which daredevil heroes have fought rakshasa, death knights and small armies of devils hits a hard wall when the players realize they are fighting something that is effectively a puzzle piece....a creature than can and will destroy or turn them into its minions, while they desperately try to figure out how to unsummon it.
Anyway, I'm thinking that to get back to the more visceral elements of my Pergerron setting I'll be returning to a Magic World powered campaign, and let D&D return to Chirak, Enzada and Lingusia, which are all comfortably home to adventurers who stand a chance against the vile chaos.
Hastur the Unspeakable (Great Old One)
CR 30 (155,00 XP)
CE medium humanoid Aberration (Great Old
One)
Initiative +10
Aura: Unspeakable Presence (DC 24 Save
vs. Sanity score; failure imbues target with one random form of temporary
insanity; fail by ten or more and it is long term)
DEFENSE
AC 25 (dexterity plus natural)
HP 493 (34D8+340)
Resistance: resistant to all
non-magical forms of bludgeoning, piercing and slashing damage
Immunity: poison, disease, cold,
necrotic, mind-affecting spells, paralysis
Magic Resistance – Hastur rolls
advantage on all spell saves.
OFFENSE
Speed 80 feet flying/hovering
Multiattack – Hastur can strike with
any combination of up to four tattered lashes, Dreams of the Yellow Sign, or
terrifying visage.
Melee Attack- tattered lashes +16 to hit
(reach 10 feet, one target) 8D8+7 slashing damage and target must make a DC 24
Con save or take an additional 1D8 bleeding damage each round (save ends).
Statistics
STR 24 (+7), DEX 30 (+10), CON 30
(+10), INT 30 (+10), WIS 30 (+10), CHA 30 (+10)
Saves: Str +13, Dex +16, Con +16, Int +16, Wis +16, Cha +16
Languages: aklo, telepathy 100 feet,
tongues at will
Senses: superior darkvision, true
seeing (constant), Perception +16 (passive 26)
Skills: all at attribute value plus
proficiency (see saves)
TRAITS
Archmagus: Hastur is a spell-caster of
20th level ability with access to all wizard spells.
Dreams of the Yellow Sign: once per day
Hastur may touch a solid surface to inscribe the Yellow Sign upon it. The sign
will last at least one year, but is only visible when certain stars shine right
upon it at night, specifically the star Aldebaran, which may be visible in any
number of night skies. Any who view the sign must make a DC 24 Wisdom Save or
become Dominated (as per the spell) by Hastur. Once a save is made, the target does
not have to make another save for 24 hours regardless of success or failure.
Once dominated, the target behave as Hastur wishes. Each day the target remains
dominated it will see out the sign, and each time it fails a further save it
loses 1D6 Charisma (this Charisma will be restored with a long rest if the
spell is broken with a successful save). Should it reach 0 Charisma, will
immediately become a vessel for Hastur to manifest within. The sign can be
removed with a wish spell.
Terrifying Visage: if Hastur reveals his
true form to a target that victim must make a DC 24 save vs. Charisma or be
paralyzed for 1 minute and take 8D12 psychic damage. When the paralysis lifts
the target may make a DC 21 Wisdom save or become frightened and flee for 1
minute.
Immortality: as an elder god of the
outer darkness of space Hastur is shockingly resilient; most manifestations of
the god are said to be mere projections of a portion of its power, but it is
also spoken of a robe and mask which, when donned, prompt a DC 24 save vs.
Charisma, or the bearer of the robe and mask transform into a new vessel for Hastur. Likewise, those who
succumb to the Yellow Sign can also become vessels of the dark god’s power. It
is unknown if Hastur can be killed in any conventional sense of the word; his
existence crosses boundaries of time and space that defy death.
Legendary Actions (3 points per round);
used at the end of any character’s turn
Additional Lash – for 1 point Hastur
may use tattered lash.
Conversion to the Yellow Sign –for 2
points Hastur may manifest the Yellow Sign before a target and if it fails a DC
24 save vs. Wisdom it is subject to the effects of Dreams of the Yellow Sign as
above.
Possession – for 1 point Hastur may
evaporate and appear fullow formed in the body of a target which has fallen to
zero hit points; target is killed. This body may be within sight range.
Dread Manifestation – for 3 points
Hastur may summon 1D8 byakhee or other minions to his bidding. Th minions roll
for initiative and act immediately.
Hastur the
Unspeakable is one of the more mysterious and terrifying of the Greater Old
Ones, a dark god which moves through the cosmic void of space, sometimes aided
by the dreaded byakhee who regard him as a fearsome divinity. Other humanoid
and monstrous beings on many worlds worship him, but his following among men is
smaller than his legacy. The Yellow Sign is a known artifact or symbol of the
god, but its exact connection to Hastur is regarded as a mystery; its
appearance often herald’s the god’s presence, however.
In the world
of Pergerron, Hastur has a vile interest in manifesting on the planet in the
flesh, for he intends to seek out an infernal device located beneath the Amber
Sea, which his followers understand to be some sort of terraformer powered by
the cosmic energy of the Yellow Sign. Once Hastur succeeds, all beings of the
world will be puppets to the dark god, and the world will be colonized by the
byakhee.
Adapted from
the Pathfinder
Bestiary 4 and Call of Cthulhu 6th edition.
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