Monster
Yagnoloth
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 17 (natural armor)
- Hit points
- 147 (14d10 + 70)
- Speed
- Walk 40 ft.
- Challenge rating
- 11
- Alignment
- Neutral Evil
- Strength
- 19
- Dexterity
- 14
- Constitution
- 21
- Intelligence
- 16
- Wisdom
- 15
- Charisma
- 18
- Passive Perception
- 16
- Saving Throws
- dex: +6; int: +7; wis: +6; cha: +8
- Skills
- deception: +8; insight: +6; perception: +6; persuasion: +8
- Senses
- blindsight 60 ft., darkvision 60 ft.
- Languages
- Abyssal, Infernal, telepathy 60 ft.
- Resistances
- cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- acid, poison
- Condition Immunities
- poisoned
Traits
The yagnoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons
The yagnoloth's weapon attacks are magical.
Actions
Multiattack
The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.
Electrified Touch
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.
Massive Arm
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or is stunned until the end of the yagnoloth's next turn.
Life Leech
The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
Battlefield Cunning (Recharge 4–6)
Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.
The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Innate Spellcasting
The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion
3/day: lightning bolt