Monster
Ygorl, Lord of Entropy
Outside your table’s allowed sources
Official reference · MFF · 2014
- Creature type
- Aberration
- Size
- Large
- Armor class
- 20 (natural armor)
- Hit points
- 325 (26d10 + 182)
- Speed
- Walk 40 ft., Climb 40 ft., Swim 40 ft.
- Challenge rating
- 23
- Alignment
- Chaotic Neutral
- Strength
- 24
- Dexterity
- 18
- Constitution
- 24
- Intelligence
- 20
- Wisdom
- 16
- Charisma
- 26
- Passive Perception
- 13
- Saving Throws
- str: +14; con: +14; cha: +15
- Skills
- arcana: +12; deception: +15; intimidation: +15; persuasion: +15
- Senses
- truesight 120 ft.
- Languages
- all, telepathy 120 ft.
- Resistances
- acid, cold, fire, lightning, thunder
- Immunities
- necrotic, poison, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
Traits
Entropic Aura
Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.
Legendary Resistance (3/Day)
If Ygorl fails a saving throw, it can choose to succeed instead.
Ygorl has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch.
Scythe
Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell.
Entropic Touch
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion.
Summon Slaadi (1/Day)
Ygorl summons 1d4 + 1 death slaadi. A summoned slaad appears in an unoccupied space within 60 feet of Ygorl, acts as an ally of Ygorl, and can't summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action.
Ygorl teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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
Scythe
Ygorl makes one attack with its scythe.
Ygorl uses its Teleport action.
Call the Void (Costs 3 Actions)
Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy's attempt to unmake life, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Ygorl then regains a number of hit points equal to half the total damage taken by all affected creatures.
Innate Spellcasting
Ygorl's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: blight, blink, chaos bolt*, detect magic, fly, shield
3/day each: circle of death, enervation*, symbol (discord only)
2/day each: finger of death, harm, mental prison*
1/day each: power word kill, power word stun, symbol (death only), weird