Hastur
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.
- HP
- 731 (34d8+578); fast healing 25
- AC
- 48, touch 37, flat-footed 31 (+16 Dex, +1 dodge, +10 insight, +11 natural)
- Speed
- 80 ft.; air walk
- Init
- +26
- Melee
- 4 tattered lash +41 (2d8+7 plus bleed)
- Space
- 5 ft.
- Reach
- 40 ft.
- BAB
- +25
- CMB
- +41
- CMD
- 69 (can't be tripped)
- Fort
- +28
- Ref
- +27
- Will
- +29
- DR
- 15/epic and lawful
- SR
- 40
- Defensive Abilities
- freedom of movement, immortality, insanity (DC 40)
- Racial Modifiers
- +20 Acrobatics when jumping
bleed (1d6)
Fulvous Dreams — 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.
mythic power (10/day, surge +1d12)
Reveal Visage — 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.
sneak attack +10d6
Yellow Sign — 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.
otherworldly insight
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
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
- Type
- Aberration
- Alignment
- CE
- Size
- Medium
- Environment
- any
- Organization
- solitary (unique)
- Treasure
- triple
- Senses
- darkvision 60 ft., true seeing; Perception +47
- Languages
- Aklo; telepathy 100 ft., tongues
- Source
- Bestiary 4
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