Large fiend (yugoloth), Neutral Evil
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 147 (14d10 + 70) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 14 (+2) | 21 (+5) | 16 (+3) | 15 (+2) | 18 (+4) |
| Saving Throws | Cha +8, Dex +6, Int +7, Wis +6 |
|---|---|
| Skills | Deception +8, Insight +6, Perception +6, Persuasion +8 |
| 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 16 |
| Languages | Abyssal, Infernal, telepathy 60 ft. |
| Challenge | 11 |
The yagnoloth has advantage on saving throws against spells and other magical effects.
The yagnoloth makes one Electrified Touch attack and one Massive Arm attack, or it makes one Massive Arm attack and uses Battlefield Cunning, if available, or Teleport.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.
Melee Attack Roll: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn.
Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.
The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
The yagnoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
The yagnoloth 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, invisibility (self only), suggestion
3/day: lightning bolt
Large fiend (yugoloth), Neutral Evil
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 147 (14d10 + 70) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 14 (+2) | 21 (+5) | 16 (+3) | 15 (+2) | 18 (+4) |
| Saving Throws | Cha +8, Dex +6, Int +7, Wis +6 |
|---|---|
| Skills | Deception +8, Insight +6, Perception +6, Persuasion +8 |
| 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 16 |
| Languages | Abyssal, Infernal, telepathy 60 ft. |
| Challenge | 11 |
The yagnoloth has advantage on saving throws against spells and other magical effects.
The yagnoloth's weapon attacks are magical.
The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.
Melee Attack Roll: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or is stunned until the end of the yagnoloth's next turn.
The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.
The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion
3/day: lightning bolt