During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction. As a bonus action, Hutt Crime Lord can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Hutt Crime Lord's next turn, the creature takes only the actions Hutt Crime Lord chooses, and doesn't do anything that it doesn't allow it to do.
Hutt Crime Lord
Large humanoid, unaligned
CreatureScum and Villainy
At a glance
- Armor Class
- 14 (hide, survival instinct)
- Hit Points
- 128 (14d10 + 60)
- Speed
- 20 ft.
- Saving Throws
- Con +7, Int +8, Cha +8
- Skills
- Deception +8, Insight +6, Intimidate +12, Perception +6, Persuasion +8
- Damage Resistances
- acid, poison
- Condition Immunities
- charmed, prone
- Senses
- passive Perception 16
- Languages
- Huttese, Galactic Basic
- Challenge
- 10 (5,900 XP)
Ability scores
- Str15+2Strength 15, modifier plus 2
- Dex8-1Dexterity 8, modifier minus 1
- Con17+3Constitution 17, modifier plus 3
- Int18+4Intelligence 18, modifier plus 4
- Wis15+2Wisdom 15, modifier plus 2
- Cha18+4Charisma 18, modifier plus 4
About this creature
Hutts are a large slug-like sentient species native to the planet Nal Hutta. They are well known as galactic gangsters whose Grand Hutt Council controlls the Hutt Clan crime syndicate. Biology & Appearance. Hutts have large mouths, stubby arms, and three lungs. They are tough and muscular with thick leathery skin, which is wrinkled and slimy. Their tails are supported by a skeletal spine. Despite their legendary adult size, Hutts start out as tiny Huttlets less than half a meter in height. Their homeworld of Nal Hutta has a hot atmosphere and is frequently streaked by greasy rains, creating a fetid sauna in which Hutts are most comfortable. Hutts can live for centuries—Jabba was 604 when he was killed—and can grow to enormous sizes. Some Hutts suffer from a genetic defect that causes their skin to be bereft of pigment and prone to cracking.
Culture. Most Hutts are crime lords who live opulent lives overseeing criminal underworld activities like smuggling, slavery, gambling and bounty hunting in Hutt Space. They are typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan is divided into families known as kajidics: Jabba's family was the Desilijic kajidic. Hutts bandage and bury their dead. Classical architectural Hutt style can be seen on the planet Mataou. It is characterized by terraced buildings with sloping gates, and white and red colors. Clothing is optional for Hutts, and some use live Sha'rellian toops as hairpieces. Hutts like to eat gorgs, slime pods and Klatooine paddy frogs, and are known to smoke hookah pipes. Boonta Hestilic Shad'ruu was a Hutt who ascended to godhood. To celebrate the deity's ascension, the celebration of Boonta Eve was created.
Traits
- Dominating Presence
- Innate Tech Casting
Innate Tech Casting. The Hutt's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers: At will: assess the situation 3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier 1/day: kolto cloud, tactical advantage
- Reassemble
Hutt Crime Lord may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks.
- Survival Instinct
Hutt Crime Lord and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modifier (rounded down, included in Armor Class).
- Tyrant's Ferocity
Hutt Crime Lord has advantage on any attack against a creature that is charmed by it or frightened of it.
- Legendary Resistance
When Hutt Crime Lord fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack
The Hutt makes two slam attacks or two hold-out blaster attacks.
- Hold-Out Blaster
Ranged Weapon Attack +3 to hit, range 30/120, one target. Hit 1 (1d4 - 1) energy damage
- Slam
Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 6 (1d8 + 2) kinetic damage, and the target must succeed on a Dexterity saving throw (DC 16) or become grappled.
- Tail
Melee Weapon Attack +6 to hit, reach 10 ft., one target. Hit 11 (2d8 + 2) kinetic damage, and the target is knocked prone.
Reactions
- Call the Guards
When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.
Legendary actions
- Overwhelming Presence
Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.
- Tech Casting
Hutt Crime Lord can cast an innate tech power.
- Hold-out
Hutt Crime Lord makes one hold-out blaster attack.
- Tail
Hutt Crime Lord makes one tail attack.
