Boss Fight 2.0: Shuluth Reanimated

After being killed in “A Darkness Rising” Shuluth has returned after one of his clones activated to join the Thralltakers and get revenge. Shuluth 2.0 wields artifacts and has no clockwork power armor.

Large aberration (ulitharid), neutral evil
Armor Class 16 (resin dampsuit)
Hit Points 400
Speed 40 ft.

20 (+5) 12 (+1) 15 (+2) 21 (+5) 19 (+4) 21 (+5)

Saving Throws INT +11, WIS +10, CHA +11
Skills Arcana +11, Insight +10, Perception +10, Stealth +7
Condition Immunities disease and poison
Senses Darkvision 120 ft., Trusight, Passive Perception 18
Languages Deep Speech, Telepathy 2 miles, Undercommon
Challenge 20 (25,000 XP)

Compulsion. When a target takes psychic damage from Shuluth it moves half its speed in any direction Shuluth decides.

Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.

Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).

Rapid Healing. Shuluth regains 5 (1d10) hit points at the start of its turn if it has at least 1 hit point.

Special Equipment – The Hand and Eye of Vecna. These items benefits have been included in the statblock for Shuluth. All items are marked in purple.

Supra-Genius (1/Encounter). Shuluth is a genius. To reflect this, ask all the PCs to declare their actions for the first round of combat. Shuluth then takes his turn first and the PCs cannot change their declared actions.

Tentacles. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature.
Hit: 27 (4d10 + 5) psychic and 9 (2d8) cold damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. Shuluth has six tentacles it can grapple with. The creature is also infused with chaos theory for 1 minute and can end the effect on a DC 17 Intelligence check at the end of its turn.

Manipulate Brain. Melee Weapon Attack: +11 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid.
Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid does one of the following:

  • Eat Brain: The target dies, and the ulitharid regains 30 hit points.
  • Thrall Surgery: Instead of dropping below 1 hit point, the target drops to 1 hit point, and it is dominated until the ulitharid dies.

Mind Blast (Recharge 5–6). The ulitharid manifests psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 77 (16d8 + 5) psychic damage and be stunned for 1 minute or take half damage and be dazed on a success. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Disintegrate (1/Day). If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine grey dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Ray of Death (1/Day). The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Call Cursed Warriors (1/Day). The eye and hand combined allow the owner to summon the last creatures cursed by the artifact to fight as undead minions. These minions must kill a creature that is equal to or greater in CR or they will attack the summoner at the end of combat. Any creature killed by the cursed minions are transported to the Dread Realm – a hellish dimensional prison – until called by the Hand and Eye. At the moment the artifact has 3 tanaruukk steel warriors in prison.

Crown of Madness (1/Day). One humanoid of Shuluth’s choice that it can see within line of sight must succeed on a DC 16 Wisdom saving throw or become charmed for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that Shuluth mentally chooses. The target can act normally on its turn if you choose no creature or if none are within its reach. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

One Step Ahead. If Shuluth would be struck by an attack it may use its reaction to teleport up to 10 feet away. The triggering attack misses and the attacker grants advantage to attacks until the end of its next turn.

Manipulate Reality (1/Day). If Shuluth would be struck by an attack it may use its reaction to teleport up to 100 feet away and teleports a target to the space it vacated. The triggering attack hits the target instead of Shuluth.

Shuluth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Shuluth regains spent legendary actions at the start of its turn.

  • Psion. Shuluth manifests a psionic power from the immortal discipline. For the purposes of this battle Shuluth has unlimited power points.
  • Psychic Warrior. Shuluth makes a tentacle attack.
  • Vecna Lives! Shuluth may use any action highlighted in purple if available.

After being defeated by the PCs Shuluth’s clone activated and is out for revenge. He will send out a hateful message of contempt to the PCs telling them that once he caps them, they will undo all the good they had done over their pitiful lives. He wields the eye and hand of Vecna – a multifaceted insectile eye and a six-fingered hand.