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(MToF) pg. 154-155

Yeenoghu CR: 24

Huge fiend (demon), chaotic evil
Armor Class: 20 (natural armor)
Hit Points: 333 23d12+184
Speed: 50 ft

STR

29 +9

DEX

16 +3

CON

23 +6

INT

15 +2

WIS

24 +7

CHA

15 +2

Saving Throws: Dex +10, Con +15, Wis +14
Skills: Intimidation +9, Perception +14
Damage Resistances: cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft., Passive Perception 24
Languages: all, telepathy 120 ft.
Challenge Rating: 24 ( 62,000 XP)

Innate Spellcasting. Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: Detect Magic

1/day: teleport

3/day: dispel magic, fear, invisibility


Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead   Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects.   Magic Weapons. Yeenoghu's weapon attack are magical.   Rampage. When Yeenoghu redices a creature to 0 hit pojnts with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.

Actions

Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create and additional effect of his choice or at random (each effect can be used only once per Multiattack):   1. The attack deals an extra 13 2d12 bludgeoning damage. 2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn. 3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.   Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 1d12+9 bludgeoning damage.   Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 1d10+9 piercing damage.

Legendary Actions

Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn.   Charge. Yeenoghu moves up to his speed.   Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.   Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.

Lair Actions

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

  • Yeenoghu causes an iron spike-5 feet tall and 1 inch in diameter-to burst from the ground at a point which he can see within 100 feet of him. Any creature in the space where the spike emrges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
  • Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
  • Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.

  • Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and theere are few structures or signs of civilization on his layer of the Abyss.

    Regional Effects

    The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects:  

  • Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.
  • Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
  • If Yeenoghu dies, these effects fade over the course of 1d10 days.


    Created by

    Dragonking1411.

    Statblock Type

    Monster

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