THE SHARED REFERENCE Adventurer

Monster

Yeenoghu

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Fiend
Size
Huge
Armor class
20 (natural armor)
Hit points
333 (23d12 + 184)
Speed
Walk 50 ft.
Challenge rating
24
Alignment
Chaotic Evil
Strength
29
Dexterity
16
Constitution
26
Intelligence
16
Wisdom
24
Charisma
15
Passive Perception
24
Saving Throws
dex: +10; con: +15; wis: +14
Skills
intimidation: +9; perception: +14
Senses
truesight 120 ft.
Languages
all, telepathy 120 ft.
Resistances
cold, fire, lightning
Immunities
poison, immune: bludgeoning, piercing, slashing; note: that is nonmagical; cond: True
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

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.

Actions

Multiattack

Yeenoghu makes three Flail attacks.

Flail

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) force damage. If it's his turn, Yeenoghu can cause the target to suffer one of the following additional effects, each of which he can apply only once per turn

Bite

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) acid damage.

Bonus actions

Rampage

When Yeenoghu reduces a creature to 0 hit points with a melee attack, he moves up to half his speed and makes one Bite attack.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Charge

Yeenoghu moves up to his speed.

Swat Away

Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target is also knocked prone.

Savage (Costs 2 Actions)

Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.

Spellcasting

Yeenoghu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

At will: detect magic

1/day: teleport

3/day each: dispel magic, fear, invisibility

Lair actions

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

Regional effects

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

  • Savage Predators: 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.
  • Spiky Terrain: 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.
  • If Yeenoghu dies, these effects fade over the course of 1d10 days.

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