Yeenoghu

Huge fiend (demon), Chaotic Evil

Armor Class20 (natural armor)
Hit Points333 (23d12 + 184)
Speed50 ft.
STRDEXCONINTWISCHA
29 (+9) 16 (+3) 26 (+8) 16 (+3) 24 (+7) 15 (+2)
Saving ThrowsCon +15, Dex +10, Wis +14
SkillsIntimidation +9, Perception +14
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning
Damage Immunitiespoison; bludgeoning, piercing, slashing that is nonmagical
Condition Immunitiescharmed; exhaustion; frightened; poisoned
Sensestruesight 120 ft., passive Perception 24
Languagesall, telepathy 120 ft.
Challenge24

Traits

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.

Actions

Multiattack.

Yeenoghu makes three Flail attacks.

Flail.

Melee Attack Roll: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) force damage. If it's his turn, Yeenoghu can cause the target to suffer one of the following additional effects, each of which he can apply only once per turn

  • Confusion

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

  • Force

    The target takes an extra 13 (2d12) force damage.

  • Paralysis

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

Bite.

Melee Attack Roll: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) acid damage.

Legendary Actions

Charge.

Yeenoghu moves up to his speed.

Swat Away.

Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target is also knocked prone.

Savage (Costs 2 Actions).

Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.

Spellcasting

Yeenoghu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

At will: detect magic

1/day: teleport

3 each/day: dispel magic, fear, invisibility