Huge fiend (demon), Chaotic Evil
| Armor Class | 20 (natural armor) |
|---|---|
| Hit Points | 333 (23d12 + 184) |
| Speed | 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 16 (+3) | 26 (+8) | 16 (+3) | 24 (+7) | 15 (+2) |
| Saving Throws | Con +15, Dex +10, Wis +14 |
|---|---|
| Skills | Intimidation +9, Perception +14 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison; bludgeoning, piercing, slashing that is nonmagical |
| Condition Immunities | charmed; exhaustion; frightened; poisoned |
| Senses | truesight 120 ft., passive Perception 24 |
| Languages | all, telepathy 120 ft. |
| Challenge | 24 |
If Yeenoghu fails a saving throw, he can choose to succeed instead.
Yeenoghu has advantage on saving throws against spells and other magical effects.
Yeenoghu makes three Flail attacks.
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.
Melee Attack Roll: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) acid damage.
Yeenoghu moves up to his speed.
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.
Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.
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
Huge fiend (demon), Chaotic Evil
| Armor Class | 20 (natural armor) |
|---|---|
| Hit Points | 333 (23d12 + 184) |
| Speed | 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 16 (+3) | 26 (+8) | 15 (+2) | 24 (+7) | 15 (+2) |
| Saving Throws | Con +15, Dex +10, Wis +14 |
|---|---|
| Skills | Intimidation +9, Perception +14 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison; bludgeoning, piercing, slashing that is nonmagical |
| Condition Immunities | charmed; exhaustion; frightened; poisoned |
| Senses | truesight 120 ft., passive Perception 24 |
| Languages | all, telepathy 120 ft. |
| Challenge | 24 |
If Yeenoghu fails a saving throw, he can choose to succeed instead.
Yeenoghu has advantage on saving throws against spells and other magical effects.
Yeenoghu's weapon attacks are magical.
When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.
Yeenoghu makes three flail 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 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.
3. 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.
Melee Attack Roll: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage.
Melee Attack Roll: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) piercing damage.
Yeenoghu moves up to his speed.
Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.
Yeenoghu makes a bite attack against each creature within 10 feet of him.
Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic
1/day: teleport
3 each/day: dispel magic, fear, invisibility