Yeenoghu

Mordenkainen Presents: Monsters of the Multiverse p. 270,

Size
Huge
Type
fiend (demon)
Alignment
chaotic evil
AC
20 (natural armor)
Hit Points
333 (23d12+184)
Speed
walk 50 ft.
Saving Throws
Dex +10, Con +15, Wis +14
Skills
Intimidation +9, Perception +14
Resistances
cold, fire, lightning
Immunities
bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 120 ft.
Passive Perception
24
Languages
all, telepathy 120 ft.
Challenge
24
STR
29
+9
DEX
16
+3
CON
23
+6
INT
15
+2
WIS
24
+7
CHA
15
+2

Traits

Proficiency Bonus

+7

Legendary Resistance (3/Day)

If Yeenoghu fails a saving throw, he can choose to succeed instead.

recharge

3/DAY

Magic Resistance

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

Actions

Multiattack

Yeenoghu makes three Flail attacks.

Flail

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) force damage. If it's his turn, Yeenoghu can cause the target to suffer one of the following additional effects, each of which he can apply only once per turn. Confusion 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. Force The target takes an extra 13 (2d12) force damage. Paralysis The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.

Bite

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) acid damage.

Spellcasting

Yeenoghu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

  • At will: detect magic
  • 3/day each: dispel magic, fear, invisibility
  • 1/day: teleport

Lair Actions

On initiative count 20 (losing initiative ties), Yeenoghu can take one of the following lair actions; he can't take the same lair action two rounds in a row:

Incite the Pack. 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. Iron Spike. 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. Pack Rush. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.

Rampage (Bonus Action)

When Yeenoghu reduces a creature to 0 hit points with a melee attack, he moves up to half his speed and makes one Bite attack.

Legendary Actions

Legendary Actions (3/Turn)

Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of its turn.

recharge

3/TURN

Charge

Yeenoghu moves up to his speed.

Swat Away

Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target is also knocked prone.

Savage (Costs 2 Actions)

Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.

Spells

detect magic, dispel magic, fear, invisibility, teleport

Other data

description