Kryx RPGThemesMonsters

Yeenoghu

Huge fiend (demon)
Challenge
24 (62,000 XP)

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

287
23d12+138
20
Soak
2
Fort
+15
Ref
+13
Will
+11
Defense note natural armor
Damage resistances cold, fire, lightning
Damage immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities charmed, exhausted, frightened, poisoned

Speed 15 m.
Senses truesight 35 m., passive Perception 24
Skills Coercion +9, Perception +14
Languages all, telepathy 35 m.

Innate Spellcasting. Yeenoghu’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells:

At will: detect magic

3/day each: dispel magic, fear, invisibility

1/day: distant teleport

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 DC 24). It has 68 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, and knows the following maneuvers:

1 stamina die: rampage, spring attack

Actions

Multiattack. Yeenoghu makes three attacks. 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 Multiattack):

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

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

  3. The target must succeed on a DC 17 Will saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn.

Flail. Melee Weapon Attack: +16 to hit, reach 3 m. Hit: 22 (3d8 + 9) bludgeoning damage, or 25 (3d10 + 9) bludgeoning damage if used with two hands.

Bite. Melee Weapon Attack: +16 to hit, reach 3 m. Hit: 14 (1d10 + 9) piercing damage.

Legendary Actions

The yeenoghu can take 3 legendary actions, choosing from the options below. 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 (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 3 meters of him.

Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Reflex saving throw or be pushed 4.5 meters in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.

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