b'Great Old One, Hastur \n'b'  Medium   aberration  (mythic, mythos),  chaotic evil  \n'b'  Armor Class  24 (natural armor)  Hit Points  435 (30d8 + 300)  Speed  60 ft., fly 60 ft. (hover)\n'b' STATS STR: 24 (+7) DEX:  24 (+7)  CON:  30 (+10)  INT:  30 (+10)  WIS:  28 (+9)  CHA:  30 (+10)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +16,  Deception  +19,  Perception  +18,  Sleight of Hand  +16  Damage Resistances  acid, fire, lightning  Damage Immunities  cold, thunder; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed , diseased,  frightened ,  paralyzed ,  petrified ,  prone   Senses  truesight 120 ft., passive  Perception  28  Languages  all, telepathy 100 ft.  Challenge  30 (155,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . Hastur\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 27). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  dispel magic ,  dream ,  sending  \n'b'  3/day :  mass suggestion ,  project image ,  teleport  \n'b'  1/day :  feeblemind ,  symbol  (one of each type) \n'b'\n'b'  Legendary Resistance (3/Day) . If Hastur fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . Hastur has advantage on saving throws against spells and other magical effects. \n'b'  Unspeakable Presence . A creature that comes within 100 feet of Hastur and is aware of him must make a  Wisdom  saving throw (DC 23). If it fails, the creature suffers from short-term madness. A creature already suffering madness instead is affected as if by  confusion  until it is more than 100 feet from Hastur. If the creature fails its saving throw by 5 or more, it suffers from long-term madness instead. \n'b'  The Yellow Sign . Once per day, as a bonus action, Hastur can touch any solid surface and inscribe the Yellow Sign upon it. The Yellow Sign remains for 1 year but is only active when  light  from the sun of Hastur\xe2\x80\x99s distant home world shines in the night sky as a star. Any creature that looks upon the Yellow sign must succeed at a DC 23  Wisdom  saving throw or fall under the control of Hastur (as  dominate monster ). Regardless of the results of the saving throw, that particular Yellow Sign has no further effect on the creature for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Hastur makes 4 attacks with his tattered lash. \n'b'  Tattered Lash .  Melee Weapon Attack : +16 to hit, 40 ft. reach, one target.  Hit : 16 (4d8+7) slashing damage and 5d6 necrotic damage, plus the wound made by the tattered lash continues to bleed, and the target takes an additional 5d6 necrotic damage at the beginning of its turn. The target can then make a DC 23  Constitution  saving throw, ending all the effects of such wounds on itself on a success. Alternately, the target, or a creature within 5 ft. of it, can use an action to make a DC 23  Wisdom  ( Medicine ) check, ending the effects of the wounds on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Hastur can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Hastur regains spent legendary actions at the start of his turn. \n'b'\n'b'  Spellcasting (2 Actions) . Hastur innately casts  dispel magic . \n'b'  Tattered Lash . Hastur makes one  attack  with a tattered lash. \n'b'  Teleport . Hastur magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b'\n'b' ABOUT \n'b' Hastur, the Great Old One, is an enigmatic figure of frightening power. His physical manifestation is the King in Yellow, a tall, thin, humanoid form draped in a tattered yellow robe, its features draped and hidden. \n'b'  Cult of Hastur . Followers of Hastur are often aristocrats from the upper crust of society. They are jaded and world\x02weary, their quest for fulfillment leading them down bizarre and deviant paths. Their places of worship are often hidden rooms in lavish settings\xe2\x80\x94theaters, bathhouses, mansions\xe2\x80\x94where their perverse pursuits can be conducted in private. These decadent and often nihilistic cultists delight in the corruption of the innocent, attempting to place them under the sway of the Yellow Sign, to enslave them to the King in Yellow and perhaps even draw his physical manifestation to their world. \n'b'  Immortal . Death has no true hold on the Great Old Ones. If Hastur is slain, his tattered robes fall to the ground, whatever form they may have garbed simply vanishes. Any humanoid creature that touches them must succeed at at a DC 23  Wisdom  saving throw or be unable to resist the urge to don the yellow robes as its next action. Once it has donned the robes, the creature immediately dies and its body is destroyed. In its place, Hastur lives again, as if brought back via  true resurrection . If the robes are not donned within 24 hours, they crumble away, leaving a faint, but indelible, yellow stain behind. In this instance, Hastur cannot manifest a physical form again until the conditions are right, or some brazen person or persons manage to call him forth again. \n'b'  Reveal Visage . As a bonus action, Hastur may reveal the true form that lies beneath his robes to one adjacent creature. The creature must succeed at a DC 23  Wisdom  saving throw or be  paralyzed  for 1d4 rounds and suffer disadvantage on all  Wisdom -based rolls. A lesser or  greater restoration  will remove the latter effect, and a  calm emotions  spell suppresses this disadvantage for its duration. Dark Wishes. As an optional ability, the GM may allow Hastur to innately cast  wish  once per day, requiring no material components. He can only grant the wishes of other creatures, and only once to any given creature. The results of the  wish , however it is worded, should inevitably serve the purposes of Hastur in some fashion.'