5e SRD >Creatures >

Sahu of the Duat

Medium fiend, chaotic evil

Armor Class 20
Hit Points 195 (30d8 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 02 (+1) 14 (+2) 24 (+2) 26 (+3) 36 (+3)

Saving Throws Int +7, Wis +8, Cha +8
Skills Deception +8, Intimidation +8, Perception +8
Damage Resistances acid, cold, psychic
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Abyssal, telepathy 100 ft.
Challenge 13 (10,000 XP)

SPECIAL TRAITS

  • Magic Resistance. The sahu of the Duat has advantage on saving throws against spells and other magical effects.
  • Spell Reflection. All spell attack rolls that target the sahu of the Duat suffer disadvantage. If the spell attack misses, the spell targets the caster instead, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

ACTIONS

  • Confounding Touch. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 15 (6d4) psychic damage.
  • Touch of the Duat. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 35 (10d6) psychic damage, and the target’s Intelligence score is reduced by 2d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 18 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sahu of the Duat’s soul possesses the creature, causing the target to fall unconscious while the sahu of the Duat battles against the target’s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as one of Rahotep’s tomb mummies controlled by Rahotep. If the target succeeds, it expels the sahu of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed in the first place. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1.

REACTIONS

  • Magical Feast. Whenever the sahu of the Duat takes damage from a magical weapon, it can use its reaction to take no damage from the attack and instead regain a number of hit points equal to the magical weapon’s damage. In addition, that magical weapon’s properties and powers are suppressed for one round or destroyed in the case of magical ammunition.

LEGENDARY ACTIONS

The sahu of the Duat can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sahu of the Duat regains spent legendary actions at the start of its turn.

  • Confounding Touch. The sahu of the Duat makes a Confounding Touch attack.
  • Disrupt Magic (Costs 3 Actions). Each creature within 20 feet of the sahu of the Duat that has a magic item in its possession or is affected by a spell or other magic must make a DC 18 Wisdom saving throw, taking 17 (5d6) psychic damage on a failure or half as much on a success.
  • Lose Concentration (Costs 2 Actions). The sahu of the Duat takes a distracting action intended to break a spellcaster’s concentration. Each creature concentrating on a spell that is within 20 feet of the sahu of the Duat must succeed on a DC 14 Constitution saving throw or lose concentration.

ABOUT

This creature is, in effect, an anti-being — a figure of semi-transparent black radiance (rather as if made of dark, smoky quartz) from which crackling energies fly like electrical sparks.

Section 15: Copyright Notice

Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb