Gargantuan Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 312 (25d12 + 150)
Speed 50 ft., burrow 30 ft., swim 50 ft.
STR
24 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
24 (+7)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws STR +14, INT +14, CHA +15
Skills Deception +15, Perception +11, Persuasion +15
Damage Resistances Acid, Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Yizekro’s spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only), charm person, command, detect magic, enthrall

3/day each: compulsion, dominate person, fear, hypnotic pattern

1/day each: dominate monster, mass suggestion

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

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

Magic Weapons. Yizekro's weapon attacks are magical.

Ruthless Predator. Yizekro has advantage on attack rolls against creatures that are charmed or frightened by him.

Actions

Multiattack. Yizekro makes one bite attack and one constrict attack.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 22 (5d8) poison damage.

Constrict. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (5d8 + 7) bludgeoning damage plus 13 (3d8) fire damage and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained and takes 29 (5d8 + 7) bludgeoning damage plus 13 (3d8) fire damage at the start of each of its turns, and Yizekro can't constrict another target.

Entrancing Gas (Recharge 5–6). Yizekro exhales a noxious gas in a 120 foot cone. Each creature in the cone must make a DC 20 Constitution saving throw. On a failed save, a creature takes 54 (12d8) poison damage and is poisoned for 1 minute. While poisoned in this way, a creature is also charmed by Yizekro for the duration and must spend its movement getting as close to Yizekro as it can, taking the safest available route. On a successful save, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

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

Bite. Yizekro makes one bite attack.

Serpent's Hypnosis. Yizekro casts either charm person or enthrall

Description

Yizekro is a relatively new demon lord that sprung into being after a snake within the Gaping Maw became infested with Abyssal power. He soon snuck his way out of the realm and has consolidated power in the once lordless realm of Sheiqulac, which he competes with the Dark Prince Graz'zt over. His breath has an enchanting property to it that draws other creatures in, which has allowed him to gather other creatures to his realm.

The Hissing Lord takes the form of a massive viper with a length of 135 feet and a diameter of roughly 10 feet. He has reflective, scarlet scales that radiate burning heat. The ridge above his eyes are lined with spiny scales, though he lost his left eye long ago when an army of yuan-ti soldiers stole it for their emperor. Since then, he has plotted to retrieve his missing eye and has sent agents to the Material Plane to find it

While Yizekro is perfectly capable of physically dominating creatures to do his bidding, he much prefers to rest in his lair and lure other creatures to him so that he can either make them his servants or his prey. The handful of cults that dedicate themselves to him go out and enslave the minds of other creatures so that they can eventually serve this same purpose.

Lair and Lair Actions

Yizekro’s Lair


Yizekro's lair lies underneath an expansive oasis in the endless desert realm of Sheiqulac in the Abyss. His palace, called Tlectos, is a sandstone tower riddled with holes and tunnels for serpents to slither through. The waters of the oasis have a hallucinatory property, enticing creatures to linger and become prey for the gargantuan serpents that inhabit the realm. Yizekro's influence causes creatures traversing the desert to always find their way to the oasis and to feel a false sense of safety before succumbing to the demon lord's madness.

Lair Actions

On initiative count 20 (losing initiative ties), Yizekro can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row.

  • Yizekro causes the ground in a 10 foot square in his lair to become quicksand for 1 hour. Creatures that start their turn in the area or enter the area for the first time on its turn must make a DC 22 Strength saving throw or become restrained. While restrained, a creature must repeat the saving throw at the start of each of its turns. After three successes, a creature frees itself from the sand and can use its reaction to move to an unoccupied space outside of the area. After three failures, the creature sinks below the sand and begins to suffocate. A creature within 5 feet of a restrained creature can use its action to make a DC 22 Strength check, freeing the target on a success.
  • Yizekro releases his Entrancing Gas, but has it originate from a snake in his lair rather than himself.

Regional Effects

The region containing Yizekro’s lair is warped by his magic, creating one or more of the following effects:

  • Venomous snakes within the 6 miles stalk and become hostile to other non-snake creatures.
  • Any creature that drinks water in the lair feels a strong inclination to stay.
  • 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 Yizekro table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Yizekro dies, these effects fade over the course of 1d10 days.

Madness of Yizekro


If a creature goes mad in Yizekro’s lair or within line of sight of the demon lord, roll on the Madness of Yizekro table to determine the nature of the madness, which is a character flaw that lasts until cured.

Madness of Yizekro

d100 Flaw (lasts until cured)
01–20 “I feel content resting in areas that are overtly dangerous.”
21–40 “I enjoy taking advantage of the trust others have in me.”
41–60 “Other creatures are tools that I use to get what I want.”
61–80 “I constantly hear thousands of snakes hissing, even if there are none present.”
81–00 “Every other creature is my competitor, and I will do anything and everything to outlive them.”

Previous Versions

Name Date Modified Views Adds Version Actions
10/27/2022 8:21:00 PM
3
1
--
Coming Soon

Monster Tags: DemonDemon Lord

Le_TonkTonk

Comments

Posts Quoted:
Reply
Clear All Quotes