b'Sahu of the Duat \n'b'  Medium   fiend ,  chaotic evil  \n'b'  Armor Class  20  Hit Points  195 (30d8 + 60)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  02 (+1)  CON:  14 (+2)  INT:  24 (+2)  WIS:  26 (+3)  CHA:  36 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . The sahu of the Duat has advantage on saving throws against spells and other magical effects. \n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Confounding Touch .  Melee Weapon Attack : +6 to hit, range 5 ft., one target.  Hit : 15 (6d4) psychic damage. \n'b'  Touch of the Duat .  Melee Weapon Attack : +6 to hit, range 5 ft., one target.  Hit : 35 (10d6) psychic damage, and the target\xe2\x80\x99s  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\xe2\x80\x99s soul possesses the creature, causing the target to fall  unconscious  while the sahu of the Duat battles against the target\xe2\x80\x99s 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\xe2\x80\x99s 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. \n'b'\n'b' REACTIONS \n'b'\n'b'  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\xe2\x80\x99s damage. In addition, that magical weapon\xe2\x80\x99s properties and powers are suppressed for one round or destroyed in the case of magical ammunition. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The sahu of the Duat regains spent legendary actions at the start of its turn. \n'b'\n'b'  Confounding Touch . The sahu of the Duat makes a Confounding Touch attack. \n'b'  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. \n'b'  Lose Concentration (Costs 2 Actions) . The sahu of the Duat takes a distracting action intended to break a spellcaster\xe2\x80\x99s 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. \n'b'\n'b' ABOUT \n'b' This creature is, in effect, an anti-being \xe2\x80\x93 a figure of semi-transparent black radiance (rather as if made of dark, smoky quartz) from which crackling energies fly like electrical sparks.'