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Epic Legacy Core Rulebook - Digital

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Published by ChaosArchangel, 2020-05-24 21:37:01

Epic Legacy Core Rulebook

Epic Legacy Core Rulebook - Digital

C hapter 8 : M ythic C reatures

Hastur, frighteningly insightful. There is little Hastur does not understand
the King in Yellow about the universe, but rarely is this understanding applied to
anything but mayhem and madness.
“King am I, whom emperors have served. Mine to rule, your
unborn thoughts. Witness now, the Yellow Sign.” MYTHIC EFFECTS
– Only recorded words of Hastur
As a mythic creature, Hastur causes the following effects. If Hastur
DESCRIPTION is on its home plane of Carcosa, these effects apply to the entire
realm. Otherwise their range is always a 20-mile radius centered
From beyond the known universe, Hastur is a reality-shattering on Hastur. Those within either area suffer the following effects.
force with power rivalling that of any deity. A gigantic figure
cloaked in a mantle of burnished gold, Hastur is vaguely humanoid Maddening Dreams. If a non-Epic creature finishes a short or
in appearance, though few notice anything through the air of alien long rest, it must succeed on a DC 33 Wisdom saving throw or
madness it exudes. Every aspect of the Great Old One is unnatural. suffer one level of yellow mania (see the Madness of Hastur trait).
A twisted perversion of reality itself, the creature’s four arms and Additionally, Hastur is aware of any creature in the area with one
neck display sickly pulsating flesh, while its head is shrouded in a or more levels of yellow mania.
pallid mask of illuminated metal. Its eyes are hollow voids which
gaze across dimensions unseen, witnessing incomprehensible Madness of Hastur. Hastur’s abilities inflict a unique condition
realities. The shadows around the creature writhe with obvious called yellow mania, which is measured in six levels. An effect
malice, hinting at a hateful form beyond what the eyes can observe. produced by Hastur can give one or more levels of yellow mania,
as specified in the effect’s description. Yellow mania is a special
BACKGROUND condition which cannot be removed by any means other than those
presented in this feature. When a creature would regain 200 or
The King in Yellow. Unspeakable One. Thane of Carcosa. These more hit points as a result of magical healing from an Epic effect,
names and many more attempt to give some description to this it may instead prevent that healing and reduce its levels of yellow
cosmic entity of enigmatic power. Hastur is a chaotic madness mania by one for every 200 hit points it would have regained.
that brings the universe ever closer to total entropy. From the city- If a creature would be immune to yellow mania, it loses that
eating metropolis of Carcosa, Hastur spreads its infectious tendrils immunity and instead gains Epic advantage on saving throws
across the multiverse, planting seeds of madness that sprout into against effects that would cause it to gain levels of yellow mania.
vile cults. It is unknown if Hastur came into being or if it has A creature suffers the effect of its current level of yellow mania
always existed. Its only discernable motivation beyond spreading as well as all lower levels. For example, a creature suffering two
madness is its affinity for the arts. Plays, portraits, and sculpture levels of yellow mania loses all resistance or immunity to psychic
often accompany the presence of Hastur’s cults, its madness damage, cannot reduce psychic damage it takes, and cannot move
inspiring unsettling and alien works in countless creative minds. more than 10 feet in a straight line before changing direction.
Hastur wields terrifying power over reality and thought, and what Abilities, effects, or spells that would remove yellow mania
little information exists about its abilities indicates power of Deific instead reduce its level by one. All yellow mania effects end if a
strength or beyond. creature’s yellow mania level is reduced below one.
Those who desire Hastur’s favor form profane cults or, in the
rare case of warlocks, select it as an otherworldly patron. These Level Effect
servants work tirelessly to bring pieces of their world to Hastur’s
domain. The process is destructive and horrifying. Distributing 1 The affected creature cannot move more than 10 ft. in a straight line
its madness far and wide, if the cult of Hastur manages to infect before changing direction.
enough of the population, their dark master may pull the entire
city and population into Carcosa. There, the souls of countless 2 The affected creature loses all resistance and immunity to psychic
civilizations exist in eternal insanity, reveling in the horrific artistry damage and cannot reduce psychic damage it takes by any means.
which irreparably twists their minds.
3 The affected creature’s sight and other senses are reduced to 15 ft. and
PERSONALITY the creature is blind beyond that radius.

With a bizarre and alien mind, Hastur cares not to understand 4 The affected creature deals half damage.
mortal sentiments and feelings. Concepts like pain, death, and fear
are utterly irrelevant. What little personality the Great Old One 5 The affected creature must spend its bonus action each turn drawing
possesses follows a twisted logic that is impossible to rationalize. the Yellow Sign using a readily available surface or medium.
Hastur has insight into cosmological truths beyond conception
that reduce even the most brilliant minds to gibbering wrecks. 6 The affected creature must spend its action(s) on its turn attempting
Hastur’s very presence is unrelentingly hostile, making meaningful to kill itself.
communication only possible from a tremendous distance by the
most resilient of individuals. Those able to handle the entity’s The Black Stars Beckon. By spending 1 minute of uninterrupted
maddening visage find the creature profoundly disturbing and concentration, Hastur can cast any spell or Epic spell of its choice
with a range greater than self at any point within the area. Hastur
must be aware of the presence of creatures to target them with a
spell cast in this manner, but it need not see them (even if the spell
would ordinarily require it to do so). This is a Deific effect.

Whispers of Hastur. Once per hour, Hastur may issue a telepathic
command to a creature with an Intelligence greater than 5 within
the area. When that creature would take a long rest, it must instead
spend that time creating a work of art using any tools it has avail-
able or gain two levels of yellow mania.

200 EP IC LEGACY CORE RULEBO OK

C hapter 8: M ythic C reatures
EP IC LEGACY CORE RULEBO OK 201

C hapter 8 : M ythic C reatures

Hastur, the King in Yellow

Large mythic aberration (Great Old One), unaligned

Armor Class 30 (yellow robes) MYTHIC ACTIONS
Hit Points 3,503 (226d10 + 2,260)
Speed 30 ft., fly 120 ft. (hover) On initiative count 20 (losing initiative ties), Hastur takes a mythic
action to cause one of the following effects. Hastur can cause the same
STR DEX CON INT WIS CHA effect multiple times in a row.
18 (+4) 20 (+5) 30 (+10) 26 (+8) 19 (+4) 36 (+13)
Active Hallucinations. Hastur magically teleports to a space it can
Saving Throws Str +16, Dex +17, Con +22, Int +20, Wis +16, Cha +25 see within 80 feet of it. Additionally, six illusory copies of Hastur
Skills Arcana +32, Deception +37, Insight +28, Perception +16, are created in unoccupied spaces it can see within 80 feet of it. The
Religion +32 illusions function as Hastur does and act on its turn, but their actions
Damage Resistances acid, cold cannot harm or affect anything. If damaged, the illusions are destroyed,
Damage Immunities psychic; damage from non-Epic creatures but otherwise are indistinguishable from Hastur. If they are not
Condition Immunities blinded, charmed, exhaustion, frightened, destroyed, the illusions disappear on the next initiative count of 20.
stunned, unconscious
Senses blindsight 120 ft., passive Perception 26 Present the Yellow Sign. Hastur presents the Yellow Sign, an eldritch
Languages telepathy, unlimited range to any creature on the same plane glyph that heralds its profane power. All creatures within 60 feet
Challenge Mythic 10 of it that can see Hastur must succeed on a DC 33 Wisdom saving
throw or gain three levels of yellow mania, or one level on a success.
TRAITS Unless surprised, a creature can use its reaction to avert its eyes to
automatically succeed on the saving throw. A creature that averts its
Great Old One Magic. Hastur does not require material components eyes in this manner cannot target Hastur until the end of its next turn.
for spells, may speak a spell’s verbal components telepathically, and
does not need to concentrate on spells to maintain their effects for the ACTIONS
duration.
Multiattack. Hastur makes three Tattered Lash attacks or casts two
Infectious Madness. Hastur’s spells and abilities induce madness. non-Epic spells.
Each time a creature fails a death, Intelligence, Wisdom, or Charisma
saving throw against Hastur, the creature gains one level of yellow Overwhelming Presence (Recharge 5–6). Hastur asserts total authority
mania. over the minds of creatures around it. Until the start of Hastur’s next
turn, the first time a creature attempts a saving throw against Hastur, it
Mythic Resistance. If Hastur fails a saving throw, it may expend the cannot succeed on that saving throw.
use of an unspent legendary action to succeed instead.
Revel in Madness (Recharge 5–6). Hastur shatters the minds of
Out of Touch. Hastur barely registers reality as we know it. If Hastur its enemies. Each creature with one or more levels of yellow mania
takes 30 or less damage from a single instance of damage it instead in a 1-mile radius centered on Hastur must succeed on a DC 33
takes no damage. Intelligence saving throw or take 55 (10d10) psychic damage per level
of yellow mania it has. A successful saving throw halves the damage.
Spellcasting. Hastur is a 30th-level spellcaster. Its spellcasting ability
is Charisma (spell save DC 33, +25 to hit with spell attacks). When Tattered Lash. Melee Weapon Attack: +17 to hit, reach 50 ft., one target.
Hastur would deal damage with a spell or magical effect, it may Hit: 38 (6d10 + 5) slashing damage and the creature is pushed up to 50
choose to instead deal psychic damage. feet away from Hastur.

Hastur can innately cast the following spells: LEGENDARY ACTIONS

At will (cast as an 8th-level spell): harm, hideous laughter, mass Hastur can take 4 legendary actions, choosing from the options below.
suggestion, phantasmal force, synaptic static* Only one legendary action can be used at a time, and only at the end
of another creature’s turn. Hastur regains spent legendary actions at
9/day: feeblemind, globe of invulnerability, planeshift, psychic scream†, the start of its turn.
teleport
Cast a Spell. Hastur casts a non-Epic spell.
Hastur has the following Epic spells prepared:
Cast an Epic Spell (Costs 2 Actions). Hastur casts an Epic spell.
Tier 1 (7 slots): antimagic ray, dimensional mastery, hideous mandate,
infinity room, magic bullet, night terror Dark Impulse. Hastur chooses a creature it is aware of with one or
more levels of yellow mania and forces it to attempt a DC 33 Wisdom
Tier 2 (6 slots): determinism, enslave, implosion, kinetic control saving throw. On a failure, the creature immediately uses its reaction to
take an action of Hastur’s choice that the creature could ordinarily take
Tier 3 (5 slots): soul harvest, sphere of ultimate destruction as an action on its turn.

Unearthly Grace. Hastur moves with an otherworldly air, granting Tattered Lash. Hastur makes a Tattered Lash attack.
him the following benefits.
Violent Paranoia. Hastur instils a maddening paranoia in a creature
• Hastur may take both a Dash and Disengage action as a single it is aware of. The creature must succeed on a DC 33 Wisdom saving
bonus action. throw or be forced to consider all allies as enemies for 1 hour. The
creature still considers Hastur a primary threat, but will not make
• Once on each of its turns, if Hastur is prevented from taking an efforts to avoid injuring its former allies and will actively defend itself
action (including bonus, legendary, and mythic actions) as the result if approached. The extremity of this effect should be determined by the
of a condition or magical effect, it may spend half its movement creature’s personality and the DM. A creature may attempt a DC 33
(minimum of 5 ft.) to become immune to that condition or magical Wisdom saving throw at the end of each of its turns, ending the effect
effect until the end of that turn. on a success.

* This spell can be found in the official 5E supplement, XGE.
† This spell can be found in the official 5E supplement, XGE.

202 EP IC LEGACY CORE RULEBO OK

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