THE SHARED REFERENCE Adventurer

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.

Magic Resistance

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.

Teleport

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.

Teleport

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

* Spell from Xanathar's Guide to Everything

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