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Helashruu

Size
Huge
Type
Aberration
Challenge Rating
13
Source
Tome of Beasts 2
Alignment
Chaotic-Evil
Armor Class
18
Speeds
0, fly 50
Walking Speed
0
Flying Speed
50
Strength Score
20
Dexterity Score
15
Constitution Score
20
Intelligence Score
14
Wisdom Score
17
Charisma Score
20
Saving Throws
Dexterity, Wisdom
Skill Proficiencies
Perception
Languages Ref
Void Speech, telepathy 120 ft.
Hit Points
184
Condition Immunities
Charmed, Paralyzed, Petrified, Prone
Resistances
Vulnerable to Bludgeoning Damage, Vulnerable to Thunder Damage, Resistant to Acid Damage, Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Resistant to Piercing Damage, Resistant to Psychic Damage, Immune to Slashing Damage
Languages
Telepathy (120ft)

Huge aberration, chaotic evil


Armor Class 18 (natural armor)

Hit Points 184 (16d12+80)

Speed 0 ft., fly 50 ft. (hover)


STR
20 (+5)
DEX
15 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
17 (+3)
CHA
20 (+5)

Saving Throws Dex +7, Wis +8

Skills Perception +13

Damage Vulnerabilities bludgeoning, thunder

Damage Resistances acid, cold, fire, lightning, piercing, psychic

Damage Immunities slashing

Condition Immunities charmed, paralyzed, petrified, prone

Senses truesight 90 ft., passive Perception 23

Languages Void Speech, telepathy 120 ft.

Challenge 13 (10,000 XP)

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

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.

Description

An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it._
Mirrors from Beyond. The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible.
Trapping Gone Astray. Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.