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
<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You can make a Bluff check to feint in combat as a move action.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>
<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
<p class="stat-block-1"> When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.</p><p class="stat-block-2">When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.</p>
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
-
Uses feat: Agile Maneuvers (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Greater Feint (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Greater Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Feint (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Spring Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Staggering Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Whirlwind Attack (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Air Walk (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Freedom Of Movement (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Tongues (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Astral Projection (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Dimension Door (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Dream (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Enervation (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Dispel Magic, Greater (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Insanity (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Mirage Arcana (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Nightmare (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Sending (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Veil (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Wish (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Demand (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Feeblemind (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Interplanetary Teleport (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Suggestion, Mass (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Project Image (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Death (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Fear (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Insanity (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Pain (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Persuasion (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Strife (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Stunning (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Weakness (Spell)House/Core — covered by the site's Section 15.
Loading references...