Medium fiend (yugoloth), Neutral Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 119 (14d8 + 56) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 19 (+4) | 7 (-2) | 10 (+0) | 9 (-1) |
| Saving Throws | Str +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | acid; poison |
| Condition Immunities | poisoned |
| Senses | blindsight 60 ft., darkvision 60 ft., passive Perception 10 |
| Languages | Abyssal, Infernal, telepathy 60 ft. |
| Challenge | 7 |
The dhergoloth has advantage on saving throws against spells and other magical effects.
The dhergoloth makes two Claw attacks.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) force damage.
The dhergoloth moves up to its speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) force damage.
The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
The dhergoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Medium fiend (yugoloth), Neutral Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 119 (14d8 + 56) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 19 (+4) | 7 (-2) | 10 (+0) | 9 (-1) |
| Saving Throws | Str +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | acid; poison |
| Condition Immunities | poisoned |
| Senses | blindsight 60 ft., darkvision 60 ft., passive Perception 10 |
| Languages | Abyssal, Infernal, telepathy 60 ft. |
| Challenge | 7 |
The dhergoloth has advantage on saving throws against spells and other magical effects.
The dhergoloth's weapon attacks are magical.
The dhergoloth makes two claw attacks.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:
At will: darkness, fear
3/day: sleep