THE SHARED REFERENCE Adventurer

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.

Magic Resistance

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:

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

d100Flaw (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."

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