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HASTUR, KING IN YELLOW | Great Old One, Time Lord Level Threat
Large Aberration (Extraplanar, Great Old One)
Hit Dice: 1,804d1,000 +550,000 x1,100 (2,589,400,000)
Initiative: Always First
Speed: Superluminal (SoL x1 decadillion)
Armour Class: Perfect Defence ((1,804 Base +357 Anarchic +7,210 Natural)
Base Attack/Grapple: +852/+1041
Attack: Tentacle (1,100d1,000)
Full Attack: See Supradimensional
Space/Reach: 12 Ft/Infinite
Special Attacks: Alter Reality, The Yellow Sign
Special Qualities: Great Old One Traits
Saves: Cannot Fail
Abilities: Str 1,100 Dex 1,100 Con 1,100 Int 1,100 Wis 1,100 Cha 1,100
Skills: Omnicompetent (+975), Maven
Feats: Cleave, Great Cleave
Epic: Ether Goer
Divine: X-Ray Vision (penetrates all matter)
Cosmic: Abrogate, Alter Reality, Anaretic, Uncanny Atomic Mastery, Cosmic Serpent, Cosmic String (DR 357), Enlightened, Ensorcelled, Great Breath (quintessence uneeded), Uncanny Gravitic Mastery
Transcendental: Amaranthine, Uncanny Astro Mastery, Multidimensional x5, Natural Damage Induction, Paradox, Rectify, Transgenic, Transmute, Transversal
Omnific: Cosmic Nullification, Oblivion, Superior Dominance
Environment: Carcosa
Organization: Solitary
Challenge Rating: 2,755
Treasure: Nothing
Alignment: Beyond
ECL: 3,664

Upon stepping into the Great Hall of the castle of Carcosa, you spot a yellow robed figure standing peacefully. This Being, noted in the Necronomicon, is the "King in Yellow," The "Magnum Innominandum" or Great Unnameable, Hastur the Unspeakable, Him Who Is Not to be Named. No notable features are able to be found on his robes, a sickly, vomit yellow cloth covering all of his features.

COMBAT

Great Old One Traits: As one of the Great Old Ones, Hastur has a slew of immunities and powers at his beck and call.
Immunities: GOOs are immune to normal forms of damage (firearms, swords, etc), and are immune to all magic not of immense power, reflecting all damage they take from such effects onto foes. They are even immune to the heat of the interiors of stars and to the most intensely cold regions of the cosmos.
Interuniversal Travel: By either folding space, stepping through dimensional bounderies, or by flying through space trillions times faster than light, GOOs can reach any destination within the Multiverse within a minute
Abilities: Timelessness, Supradimensional, Unknowable, Three other abilities
Weaknesses: The Elder Sign, Unusual forms of attack (atomic, matter, neutronium)

Timelessness: As the Great Old Ones, at their core, are gross overexaggerations of dimensions and life, they are truely beyond time and fate. They can travel through time at will, and nullify abilities such as Inner Eye and Perfect Defence. They do not age and are unaffected by temportal effects, and are completely immune to effects that make something certain (scrying, true strike, ninth sense, etc). If killed another Hastur will come from the depths of the web of fate and either take his place or ressurect him.

Supradimensional: As Great Old Ones come from dimensions that genuinely can't be numbered, they're kinda off. They have a flat, unchangeable 80% chance to not take damage from any attack, and have such high dimensions that they bypass any effect such as Interdimensional or Undimensional. When they attack with physical weapons, roll a d100, the number rolled is how many attacks the GOO makes. Considering that they're practically omnipresent they are also practically omniscient, being able to take knowledge from all creatures in the inhabited universe at once.

Unknowable: GOOs are beyond the 1st-3rd dimensions to the point of leaving behind any semblance of sanity in their forms and minds behind. In order to even look at a GOO, you must either have immense mental stability and focus, magical protection, or already be insane; Scrying does not count as magical protection. Using telepathy on a GOO will instantly drive any who listen to insanity, and they cannot be predicted simply because they have searched through the many strands of fate and time any know exactly what you think they will do, thus granting immunity to Xth Sense and other prediction-related abilities.

Immunities: Hastur cannot be harmed by spells not of level 500+, by non-transcendental level materials, rather reflecting damage from these forms of attack onto foes. He cannot be harmed by temperatures as hot as the cores of stars or as cold as the Boomerang Nebula.

Weaknesses: Hastur cannot bear the presence of the star shaped Elder Sign, and will retreat from the battlefield. He can be banished by bringing together 100 Elder Signs scribed in purple ink and preforming a 1 hour ritual consuming all Elder Signs in a flash of purple flame and banishing the King in Yellow back to Carcosa in a flash of white light (Hastur is aware of the ritual beginning). He has a 50% weakness to atomic based attacks and attacks made using matter (think nuclear based weaponry) or with the uber-dense half-metal neutronium.

The Yellow Sign: Hastur's greatest weapon, wherever this mark is scribed, he is. He can see through the Yellow Sign, and use abilities and cast spells through the yellow sign. This means he could fight from millions of miles, even light years away, simply by casting spells through the Yellow Sign.

Unspeakable: Saying Hastur's name is enough to bring his attention to you. Say "Hastur" three times within a minute and he'll show up. This is also really fun for the DM when paired with the Yellow Sign simply because the mark will animate and come alive to do whatever Hastur's will deigns (roll d4 #2). Also here's a table for reactions to summoning.

d4- 1 through 3 means Hastur does not appear; 4 means he appears instantly, and to roll another d4

d4 #2- 1 is he kills the summoner, 2 is he appears but find nothing worth his intervention, 3 is he demands the reason he was summoned for and 4 is he instead trades places with the summoner, sending them to the maddening city of Carcosa

King in Yellow: Any who are known to Hastur and are wearing any shade of yellow, including gold, are immediately dominated by him; however those with naturally yellow or gold features such as eyes or skin are able to receive a 25% chance of resisting Hastur's will. Any who who are touched by Hastur or his robes must immediately preform one action as per the will of Hastur, or suffer instant destruction of 50% health.
I really love all your Lovecraftian horrors. They're honestly great.
 

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