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Yeenoghu CR: 24

Huge fiend (demon), chaotic evil
Armor Class: 20 (natural armor)
Hit Points: 333 23d12+184
Speed: 48 ft

STR

29 +9

DEX

16 +3

CON

23 +6

INT

15 +2

WIS

24 +7

CHA

13 +1

Saving Throws: Dex +10, Con +15, Wis +14
Skills: Intimidation +9, Perception +14
Damage Resistances: cold; fire; lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: Truesight 120 ft., passive Perception 24
Languages: All, telepathy 120 ft
Challenge Rating: 24

Innate Spellcasting
Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material component:

At will: Detect magic

1/day: Teleport

3/day: Dispel magic, fear, invisibility


Legendary Resistance (3/Day)
If Yeenoghu fails a saving throw, she can choose to succeed instead.

Magic Resistance
Yeenoghu has advantage on saving throws against spells and other magical effects

Magic Weapons
Yeenoghu's weapon attacks are magical.

Rampage
When Yeenoghu reduces a creature to 0 hit points with a melee attack on her turn, she can take a bonus action to move up to half her speed and make a bite attack.

Actions

Multiattack
Yeenoghu makes three flail attacks. If an attack hits, she can cause it to create an additional effect of her 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.

Flail
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 1d12+9 bludgeoning damage.

Bite
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 1d10+9 piercing damage.

Legendary Actions

Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of her turn.

Charge
Yeenoghu moves up to her speed.[/br] Swat Away
Yeenoghu makes a flail attack. If the attack hits, the target must make 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.
Savage (Costs 2 Actions)
Yeenoghu makes a bite attack against each creature within 10 feet of her.

Lair Actions

On Initiative count 20 (losing initiative ties), Yeenoghu can take a lair actions to cause one of the following effects. She can't use the same effect two rounds in a row:

  • Yeenoghu causes an iron spike - 5 feet tall and 1 inch in diameter - to burst from the ground at a point she can see within 100 feet of her. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 6d8 piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
  • Each gnoll or hyena that Yeenoghu can se can use its reaction to move up to its speed
  • Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
  • Regional Effects

    The region containing Yeenoghu's lair is warped by her magic, creating one or more of the following effects:

    • Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenogue impales the bodies of the slain on these spikes
    • Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.
    • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
    If Yeenoghu dies, these effects fade over the course of 1d10 days.

    Madness of Yeenoghu

    If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.
    d100 Flaw (lasts until cured)
    01-20 "I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob."
    21-40 "The flesh of other intelligent creatures is delicious!"
    41-60 "I rail against the laws and customs of civilization, attempting to return to a more primitive time."
    61-80 "I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed."
    81-00 "I keep trophies from the bodies I have slain, turning them into adornments."

    The Gnoll Queen is covered in matter fur and taut, leathery hide, her face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto her body with heavy chains, decorated by the flayed skin of her foes. She wields a triple-headed flail called the Butcher, which she can summon into her hand at will, although she is as likely to tear her prey apart with her bare hands before ripping out its throat with her teeth.

Created by

PrincessESH.

Statblock Type

Monster

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