Monster
Yeenoghu
Outside your table’s allowed sources
Official reference · MTF · 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
- 15
- 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.
Yeenoghu has advantage on saving throws against spells and other magical effects.
Magic Weapons
Yeenoghu's weapon attacks are magical.
Rampage
When Yeenoghu reduces a creature to 0 hit points 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 an 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 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 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.
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 each: dispel magic, fear, invisibility
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 he can see within 100 feet of him. Any creature in the space where the spike emerges 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.
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.
Madness of Yeenoghu
If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the 8 for more on madness.
Madness of Yeenoghu
| d100 | Flaw (lasts until cured) |
|---|---|
| 01–20 | "I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob." |
| 21–40 | "The flesh of other intelligent creatures is delicious!" |
| 41–60 | "I rail against the laws and customs of civilization, attempting to return to a more primitive time." |
| 61–80 | "I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed." |
| 81–00 | "I keep trophies from the bodies I have slain, turning them into adornments." |