Kryx RPGThemesCreatures
Yeenoghu

Yeenoghu

Huge fiend (demon)
Challenge
24

STR
9
DEX
3
CON
6
INT
2
WIS
7
CHA
2

287
23d12+138
24
Soak
2
Fort
+13
Ref
+13
Will
+11
Defense note natural armor
Damage resistances cold, fire, lightning
Damage immunities poison; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Condition immunities charmed, exhausted, frightened, poisoned

Speed 10 m.
Skills Coercion +9 (20), Divinity (Cha) +9 (20), Insight +7 (18), Perception +14 (25)
Senses truesight 20 m.
Languages all, telepathy 20 m.

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.

Maneuvers. The yeenoghu uses maneuvers (maneuver save Difficulty 24). It has 34 stamina dice which are d8s, a dice limit of 8, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: debilitating crush, disorient, hammer through, hammering blow, knockback, rampage, spring attack

Spellcasting. The yeenoghu uses Divinity (Cha) to cast spells (spell save Difficulty 17, +9 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

At will: detect magic

1 mana: fear, invisibility, teleport

2 mana: dispel magic

Actions (3)

Flail. Melee Weapon Attack: +16 to hit, reach 2 m. Hit: 19 (3d6 + 9) bludgeoning damage. 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 turn):

  1. The attack deals an extra 13 (2d12) bludgeoning damage.

  2. The target must succeed on a Difficulty 17 Fortitude saving throw or be paralyzed until the start of Yeenoghu’s next turn.

  3. The target must succeed on a Difficulty 17 Will saving throw or be confused until the start of Yeenoghu’s next turn.

Bite (1/turn). Melee Weapon Attack: +16 to hit, reach 2 m. Hit: 14 (1d10 + 9) piercing damage.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The yeenoghu regains spent legendary actions at the start of its turn.

Dash. Yeenoghu moves up to his speed.

Savage. Yeenoghu makes a bite attack against each creature within 2 meters of him.

Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a Difficulty 24 Reflex saving throw or be pushed 3 meters in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.

Lair Actions

On initiative count 20 (losing initiative ties), the yeenoghu takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Yeenoghu causes an iron spike—150 centimeters tall and 2 centimeters in diameter—to burst from the ground at a point he can see within 20 meters of him. Any creature in the space where the spike emerges must make a Difficulty 24 Reflex 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.

  • Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.

  • 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.

Regional Effects

The region containing the yeenoghu's lair is warped by the yeenoghu’s magic, which creates one or more of the following effects:

  • Within 2 kilometers 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 animals within 10 kilometers 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 2 kilometers of the lair, that creature must succeed on a Difficulty 17 Will 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.

mtof

Spell conversion not done

All creatures in this system should have maneuvers or spells. I have not finished converting this creature. If you would like to help, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.

Maneuvers

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage in an attempt to debilitate the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and ignore an additional Soak for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die (or half if you miss by 4 or less), but no additional effects from hitting apply.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.