Large Aberration, Chaotic Evil
Armor Class 19 (Breast plate, shield)
Hit Points 144 (16d12 + 40)
Speed 40 ft.
STR
22 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
7 (-2)
Saving Throws STR +10, CON +9
Skills Perception +2, Stealth +6, Survival +2
Damage Immunities Acid
Senses Darkvision 60 ft., Passive Perception 12
Languages Goblin The gabushura can understand both languages but is unable to speak as its mouth is sewn shut, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

As a Dolbushura Hald has all the innate traits of the abberations:

  Regeneration. The dolbushura regains 28 hit points at the start of its turn. If the  dolbushura takes fire damage, this trait doesn't function at the start of the dolbushura's next turn. The gabushura dies only if it starts its turn with 0 hit points and doesn't regenerate.

  Brute. A melee weapon deals one extra die of its damage when the dolbushura hits with it (included in the attack).

  Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal (included in the attack).

  Caustic Blood. When the gabushura takes damage of any type but psychic, each creature within 5 feet of the gabushura takes 16 (3d10) Acid damage.

Additionally Hald also has the following features:

 Rending Flails. The Flails attached to Hald`s hand have been imbued with magic. When making atacks, the glaives ignore armor and shields, hitting an enemy based on their natural AC.

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

 

Actions

Multiattack. Hald makes four attacks, two with its flails and two with its morningstars.

Morningstar. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Flail. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit: 20 (3d8 + 8) bludgeoning damage.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Hald can take a lair action to cause one of the following effects; Hald can’t use the same effect two rounds in a row:

  • Hald conjures a barrage of acid from one of the acid pools within 120 feet of him,  each creature within a 20ft radius by 40ft tall cylinder must make a dexterity saving throw (DC 17), a target takes 8d4 acid damage immediately and 4d4 damage on the beginning of its next turn on a failed save, halve as much damage immediately and no damage at the begging of its next turn on a success.
  • Hald Summons 2d4 Dolgrims in empty spaces within 60 feet of him.
  • Hald Summons 2  Dolgaunts in empty spaces within 30 feet of him.
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