Hutt Crime Lord
Armor Class 14 · Hit Points 128 (14d10 + 60) · Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 | 8 | 17 | 18 | 15 | 18 |
Dominating Presence (Trait). During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction. As a bonus action, Hutt Crime Lord can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Hutt Crime Lord's next turn, the creature takes only the actions Hutt Crime Lord chooses, and doesn't do anything that it doesn't allow it to do.
Innate Tech Casting (Trait). At will: assess the situation 3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier 1/day: kolto cloud, tactical advantage The Hutt's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers:
Reassemble (Trait). Hutt Crime Lord may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks.
Survival Instinct (Trait). Hutt Crime Lord and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modifier (rounded down, included in Armor Class).
Tyrant's Ferocity (Trait). Hutt Crime Lord has advantage on any attack against a creature that is charmed by it or frightened of it.
Legendary Resistance (Trait). When Hutt Crime Lord fails a saving throw, it can choose to succeed instead.
Multiattack (Action). The Hutt makes two slam attacks or two hold-out blaster attacks.
Hold-Out Blaster (Action). Ranged Weapon Attack +3 to hit, range 30/120, one target. Hit 1 (1d4 - 1) energy damage
Slam (Action). Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 6 (1d8 + 2) kinetic damage, and the target must succeed on a Dexterity saving throw (DC 16) or become grappled.
Tail (Action). Melee Weapon Attack +6 to hit, reach 10 ft., one target. Hit 11 (2d8 + 2) kinetic damage, and the target is knocked prone.
Call the Guards (Reaction). When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.
Overwhelming Presence (Legendary). Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.
Tech Casting (Legendary). Hutt Crime Lord can cast an innate tech power.
Hold-out (Legendary). Hutt Crime Lord makes one hold-out blaster attack.
Tail (Legendary). Hutt Crime Lord makes one tail attack.