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Helashruu

Huge · Aberration · CR 13 · Chaotic Evil

Armor Class
18 (natural armor)
Hit Points and Hit Dice
184 (16d12+80)
Challenge Rating CR
13

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
15
+2
CON
20
+5
INT
14
+2
WIS
17
+3
CHA
20
+5

Overview

Category Monsters
Size Huge
Type Aberration
Alignment Chaotic Evil
XP 10000
Initiative Bonus +2

Movement

Fly 50 ft (15.2 m)
Hover Yes

Senses

Truesight 90 ft (27.4 m)
Passive Perception 23

Saving Throws

Dexterity +7 Wisdom +8

Skills

Perception +13

Languages

Void Speech, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
slashing
Damage Resistances
acid, cold, fire, lightning, piercing, psychic
Damage Vulnerabilities
bludgeoning, thunder
Condition Immunities
charmed, paralyzed, petrified, prone

Traits

Innate Spellcasting (1/Day)

The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Dimensional Hop

3/day

The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can't use this action to banish an unwilling creature to another plane.

Multiattack

The helashruu uses Trap Life if it can. It then makes four shard whip attacks.

Reflect Energy

Recharge 5–6

The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn't taken damage within the past 1 minute, the damage type is force.

Shard Whip

+10 to hit, reach 15 ft (4.6 m). Hit: 3d6+5 slashing damage.

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Teleport

The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Trap Life

Recharge 6

One creature of the helashruu's choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu's mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu's turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu's surface while a creature is trapped inside it.

If the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu.

About Helashruu

Helashruu is a huge aberration with a Challenge Rating of 13. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 184 hit points (derived from 16d12+80).

Helashruu has communication capabilities including Void Speech, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Helashruu

2 tips available

When using Helashruu in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Helashruu

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 13.

Solo Encounter:

A single character of level 17 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 18,200 XP
  • Hard: 27,300 XP
  • Deadly: 36,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Helashruu?
Helashruu has a Challenge Rating of 13, making it appropriate for parties of level 13.0.
What type of creature is Helashruu?
Helashruu is a Huge Aberration, which affects how certain spells and abilities interact with it.
What languages does Helashruu speak?
Helashruu can communicate in Void Speech, telepathy 120 ft..

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