Canoloth

Mordenkainen's Tome of Foes p. 247

Size
Medium
Type
fiend (yugoloth)
Alignment
neutral evil
AC
16 (natural armor)
Hit Points
120 (16d8+48)
Speed
walk 50 ft.
Skills
Investigation +3, Perception +9
Resistances
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
acid, poison
Condition Immunities
poisoned
Senses
darkvision 60 ft., truesight 120 ft.
Passive Perception
19
Languages
Abyssal, Infernal, telepathy 60 ft.
Challenge
8
Environment
coastal, underdark, urban
STR
18
+4
DEX
10
+0
CON
17
+3
INT
5
−3
WIS
17
+3
CHA
12
+1

Traits

Dimensional Lock

Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.

Magic Resistance

The canoloth has advantage on saving throws against spells and other magical effects.

Magic Weapons

The canoloth's weapon attacks are magical.

Uncanny Senses

The canoloth can't be surprised while it isn't incapacitated.

Actions

Multiattack

The canoloth makes two attacks: one with its tongue or its bite and one with its claws.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Tongue

Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and is restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.

Other data

description

Canoloths are fundamentally lazy creatures. Given no reason to attack, they rarely rise to the bait.

Canoloth: Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less.

With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting.

Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds onto its prisoner, but if given the order to do so, it tears its prey limb from limb.

Yugoloths: Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here.