Hastur CR 29
This entity appears to be a skeletal human form hidden under tattered yellow robes, but it moves with unsettling, inhuman grace.
DEFENSE HP 850
EAC 46; KAC 47
Fort +24, Ref +24, Will +28
Defensive Abilities Great Old One immortality, fast healing 25, starry wisdom (DC 33); DR 15/lawful and magic; Immunities Great Old One immunities; Resist acid 30, electricity 30, fire 30; SR 40
Speed 70 ft., fly 70 ft. (Su, perfect)
Melee tattered lash +42 (20d10+39 S; critical bleed 1d6)
Multiattack 4 tattered lash +36 (10d10+39 s; critical bleed 1d6)
Space 5 ft.; Reach 5 ft. (40 ft. with tattered lash)
Offensive Abilities bleed (1d6), fulvous dreams, reveal visage, tattered lash, Yellow Sign
Spell-Like Abilities (CL 30th)
1/day—mass inflict pain (DC 33), mind thrust (6th-level, DC 33), snuff life (DC 33), subjective reality, vision
3/day—feeblemind (DC 32), greater command (DC 32), interplanetary teleport, mass suggestion (DC 33), veil (DC 33), holographic terrain (DC 32), holographic image (6th-level, DC 33)
At will—confusion (DC 31), dimension door, dream, fear (4th-level, DC 31), greater dispel magic, nightmare (DC 32), wish (see text)
Constant—tongues, true seeing
Fulvous Dreams (Su)
When Hastur uses his nightmare spell-like ability on a creature that has seen the Yellow Sign, he also afflicts that creature with horrifying dreams tinted with a nauseating yellow color and thick with overwhelming sensations of decadence, shame, and entropic disorder. In addition to the effect of nightmare, this ability triggers a secondary effect. If the target fails their saving throw against nightmare, the target must also succeed on a DC 33 Will save or be compelled to seek out a Yellow Sign, throwing all of its resources and actions into the obsession. While obsessed, the target takes a –4 penalty on Will saving throws and Wisdom-based skill checks. This obsession effect ends immediately if the victim looks upon the Yellow Sign. This is a mind-affecting curse effect.
Great Old One Immortality (Ex)
In addition to the other traits of this subtype ability, if Hastur is slain, the robes that drape his frame suddenly drop to the ground as if whatever shape supported them had suddenly ceased to exist. The robes themselves remain inanimate on the ground, but any humanoid creature that touches them must succeed at a DC 33 Will save to resist a sudden urge to put the robes on. Doing so is a full-round action that provokes attacks of opportunity. Once it has donned Hastur’s robes, the creature immediately perishes and its body is destroyed. In its place, Hastur lives again, fully healed and restored with any spell-like abilities left unused before he was slain. If the discarded robes are not donned within 24 hours, they fade away, leaving behind a faint yellow stain. In this case, Hastur can’t manifest a physical body again until the conditions are right, or until an unwitting cultist or fool calls him forth once again.
Reveal Visage (Su)
As a swift action, Hastur may reveal to one adjacent creature the true shape beneath his robes. The creature must succeed at DC 33 Will save or be paralyzed for 1d4 rounds and take 1d4 points of Wisdom drain at the end of its turn each round the paralysis lasts, though the revelation is too awful for memory to retain. This is a mind-affecting fear effect.
Tattered Lash (Ex)
Hastur attacks with long strips of his tattered yellow robes. These strips have a reach of 40 feet and are natural slashing attacks. Bleed damage from the strips stacks with itself (up to 10d6 points of bleed damage). Hastur treats targets suffering from a mental illness or affliction as if they were flat-footed when he attacks with these weapons.
Unspeakable Presence (Su)
Failing a DC 33 Will save against Hastur’s unspeakable presence afflicts a creature with the diminishing soul affliction (see below). If a creature contracts both diminishing soul and starry wisdom, whichever disease was contracted first takes precedence and the creature instead becomes confused for as long as it remains in the area.
Although Hastur may use wish as a spell-like ability at will, he can do so only to grant the wishes of other creatures, and only once per creature. Invariably, the results of these wishes serve somehow to advance Hastur’s agenda.
Yellow Sign (Su)
Once per day as a free action, Hastur can touch any solid surface and inscribe the Yellow Sign upon it. Once inscribed, the Yellow Sign remains for a year, but is active only on certain nights when the light from Hastur’s distant world shines in the night sky as a star. Any creature that looks upon an active Yellow Sign must succeed at a DC 33 Will save to avoid becoming dominated by Hastur (as dominate person); whether or not the save is successful, the creature doesn’t have to save against that Yellow Sign again for 24 hours. While the creature is under this domination effect, if the creature’s Charisma drain plus Charisma damage ever equal its Charisma score or reaches the dead state on the Charisma poison track, it immediately dies and allows Hastur to manifest physically at the location of its corpse, as if the victim had donned Hastur’s tattered robes (see Great Old One immortality). A Yellow Sign can be removed with disintegrate, greater dispel magic (which requires a DC 33 caster level check) or remove affliction (DC 33). Wish or miracle automatically removes a Yellow Sign.
This is a mind-affecting effect.
Effect progression track is Weakened—Impaired—Pliable—Catatonic—Dead; non-contagious.
Organization solitary (unique)
Hastur is the most mysterious of the Great Old Ones.
In fact, the entity known as Hastur might actually be an Outer God. The physical manifestation of this entity is known as the King in Yellow, and though most consider this creature—a vaguely humanshaped figure draped in a yellow cloak—to be synonymous with Hastur himself, many scholars believe that the King in Yellow is nothing more than an avatar used by the true Hastur to move among the denizens of the physical world. Hastur himself is said to dwell upon a distant world called Carcosa on the shores of the monstrous Lake of Hali, and his power on a planet is strongest when the baleful light of Carcosa’s star is visible in that planet’s night sky.
Alien Bestiary (Starfinder) © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.