Hegessik

CREATURE 15

cn large monitor protean 

Perception +29; darkvision, entropy sense (imprecise) 60 feet

Languages Abyssal, Celestial, Protean; telepathy 100 feet, tongues

Skills Acrobatics +25, Athletics +27, Diplomacy +29, Intimidation +27, Religion +29, Stealth +27, Survival +27

Str +8 Dex +6 Con +7 Int +4 Wis +6 Cha +6

Entropy Sense (divination, divine, prediction) A hegessik can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the hegessik the ability to sense creatures within the listed range. The hegessik's entropy sense doesn't detect creatures under the effects of nondetection or that are otherwise shielded from divinations and predictions.

AC  37; Fort +26, Ref +23, Will +29; +1 status to all saves vs. divine magic

HP 250, fast healing 10; Weaknesses lawful 15; Resistances precision 10, protean anatomy 20

Maddening Whispers (aura, divine, enchantment, mental) 30 feet. A susurrus of distracting whispers and dilations in reality surround a hegessik. When a non-protean ends its turn in the aura, it must attempt a DC 33 Will save. If it fails, it becomes confused for 1 round.

Protean Anatomy (divine, transmutation) A hegessik's vital organs shift and change shape and position constantly. Immediately after the hegessik takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The hegessik is immune to polymorph effects unless it is a willing target. If blinded or deafened, the hegessik automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.

Speed 30 feet, fly 30 feet, swim 30 feet; freedom of movement

Melee [>] jaws +30 (chaotic, magical, reach 10 feet), Damage 3d8+14 piercing plus 1d6 chaotic and warpwave strike

Melee [>] claw +30 (agile, chaotic, magical, reach 10 feet), Damage 2d8+14 slashing plus 1d6 chaotic

Melee [>] tail +30 (chaotic, magical, reach 15 feet), Damage 2d8+14 bludgeoning plus 1d6 chaotic and Grab

Divine Innate Spells DC 38; 8th confusion, divine aura (chaotic only); 7th dispel magic (at will), plane shift; 6th baleful polymorph, slow (at will), teleport (at will, self only); 5th dimension door; 4th dimension door (at will); 2nd detect alignment (at will, lawful only); Constant (5th) tongues; (4th) freedom of movement

Change Shape [>] (concentrate, divine, polymorph, transmutation) The hegessik takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.

Constrict [>] 2d8+14 bludgeoning, DC 36

Leaching Glare [>] (divine, enchantment) The hegessik briefly opens its third eye. Non-protean creatures in a 30-foot cone must succeed at a DC 38 Will save or become stupefied 2 for 1 round (stupefied 3 on a critical failure).

Telekinetic Reach [>>] (divine, evocation, force) The hegessik manifests psychic versions of its natural attacks and makes a Strike with each of its jaws, claw, and tail, in any order. These Strikes have a reach of 60 feet. These attacks count toward the hegessik's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks.

Warpwave Strike (divine, transmutation) Any creature struck and damaged by a hegessik's jaws Strike must succeed at a DC 36 Fortitude save or be subject to a warpwave (see sidebar).

AoE6, page 80.

Open Hegessik in the interactive creatures list or browse all creatures starting with H.