Oinoloth

Medium fiend (yugoloth), Neutral Evil

Armor Class17 (natural armor)
Hit Points119 (14d8 + 56)
Speed40 ft.
STRDEXCONINTWISCHA
19 (+4) 17 (+3) 18 (+4) 17 (+3) 16 (+3) 19 (+4)
Saving ThrowsCon +8, Wis +7
SkillsDeception +8, Intimidation +8, Perception +7
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiesacid; poison
Condition Immunitiespoisoned
Sensesblindsight 60 ft., darkvision 60 ft., passive Perception 17
LanguagesAbyssal, Infernal, telepathy 60 ft.
Challenge12

Traits

Magic Resistance.

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

Actions

Multiattack.

The oinoloth makes two Claw attacks, and it uses Spellcasting or Teleport.

Claw.

Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage.

Corrupted Healing (Recharge 6).

The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.

Teleport.

The oinoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Spellcasting

The oinoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)

1 each/day: feeblemind, globe of invulnerability