Huge Fiend (Demon), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 348 (24d12 + 192)
Speed 80 ft., Climb 80 ft., Fly 80 ft.
STR
29 (+9)
DEX
20 (+5)
CON
26 (+8)
INT
18 (+4)
WIS
24 (+7)
CHA
20 (+5)
Saving Throws DEX +12, CON +15, WIS +14, CHA +12
Skills Acrobatics +12, Animal Handling +14, Arcana +11, Deception +12, Insight +14, Intimidation +19, Perception +21, Stealth +19
Damage Resistances Acid, Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 31
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Ancient Mind. Yeenoghu has advantage on Intelligence, Wisdom, and Charisma saving throws.

Aura of Butchery. An aura of spectral, gnashing maws surrounds Yeenoghu. Each creature that starts its turn within 60 feet of Yeenoghu of his choice takes 14 (4d6) piercing damage. A creature can't regain hit points while it is within 60 feet of Yeenoghu.

Blood Frenzy. Yeenoghu has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Keen Hearing, Sight and Smell. Yeenoghu has advantage on Wisdom (Perception) checks that rely on hearing, sight or smell.

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

Lord of Gnolls. Yeenoghu has advantage on attack rolls, saving throws, and Charisma and Wisdom (Insight) checks against gnolls. While gnolls have disadvantage on attack rolls and saving throws against Yeenoghu. Gnolls are unwilling to attack Yeenoghu and obey his orders unquestionably, even if they are influenced by magic.

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

Magic Weapons. Yeenoghu’s weapon attacks are magical.

Pack Lord. Any gnoll within 120 feet of Yeenoghu of his choice has advantage on attack rolls, saving throws, and can't be charmed or frightened. In addition, If Yeenoghu isn't incapacitated, any creature with the Rampage trait of his choice can make a Bite attack as a bonus action as long as they are within 120 feet of Yeenoghu.

Savage Speed. Yeenoghu has advantage on initiative rolls, and he does not provoke opportunity attacks when he moves out of an enemy's reach.

Actions

Multiattack. Yeenoghu makes three attacks. He can replace one attack with one use of Spellcasting.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) piercing damage, and Yeenoghu regains 10 hit points. If the target is a creature, Yeenoghu can choose to grapple it. The target is grappled (escape DC 24). Until this grapple ends, the target is restrained, and Yeenoghu can't Bite another target.

The Butcher. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 31 (3d12 + 12) bludgeoning 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 22 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 22 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.

Impaling Wrath (Recharge 5-6). Yeenoghu touches the ground and causes a 10-foot-tall wall of iron spikes to erupt in a 120-foot line that is 20 feet wide. When the wall appears, each creature in its area must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 70 (20d6) piercing damage and is impaled. A impaled creature is restrained by the wall (escape DC 20), and takes 13 (3d8) piercing damage at the start of each of its turns as long as it is restrained. On a successful save, a creature takes half as much damage and isn't impaled. The wall of iron spikes is permanent and almost impossible to destroy. The wall blocks line of sight and counts as difficult terrain for all creatures except Yeenoghu. A creature that isn't Yeenoghu takes 9 (2d8) piercing damage for each 5 feet it moves in the wall's area.

Spellcasting. Yeenoghu casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 22, + 14 to hit with spell attacks):

At will: Command (cast at 3rd level), Detect Evil and Good, Detect MagicDominate Beast, Invisibility, Jump, Locate Creature, Spiritual Weapon (cast at 8th level)

3/day each: Blade Barrier, Dispel Evil and GoodDispel Magic, Earthquake, Fear, Hold Monster, Polymorph, Power Word PainScrying (as an action), Telekinesis

1/day each: Mass Polymorph, Power Word Stun, Reverse Gravity, Teleport

Summon Fangs of Yeenoghu (1/Day). Yeenoghu summons 10 (4d4) Gnoll Fang of Yeenoghus to appear in unoccupied spaces of his choice within 600 feet of him that he can see. The gnolls roll initiative when they appear. They act as Yeenoghu’s allies and obey all his commands. They remain until they die or Yeenoghu uses a bonus action to dismiss any or all of them.

Bonus Actions

Call the Butcher. Yennoghu can choose to summon the Butcher in one of his claws, or he can make it disappear until he uses this action to resummon it once more.

Cursed Insults (Recharge 5-6). Yeenoghu hurls savage and horrific insults laced with curses at a target he can see within 60 feet of him. The target must succeed on a DC 22 Charisma saving throw or be cursed. While cursed, the creature is under an effect similar to a Bestow Curse spell (Yeenoghu chooses the curse), except it does not require concentration and lasts until it is lifted by Remove Curse or similar magic cast at 7th level or higher.

Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack, he moves up to half his speed and makes one Bite attack.

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 his turns.

Charge. Yeenoghu moves up to his speed.

Spellcasting. Yeenoghu uses Spellcasting.

Swat Away. Yeenoghu makes one Butcher 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 and be knocked prone.

Savage (Costs 2 Actions). Yeenoghu makes one separate Bite attack against each creature within 10 feet of him.

Description

Physical Description.

"The towering monstrosity appears as a great scarred gnoll, 14  feet (4.3 m) tall with a grinning skull-like face and a leering pair of burning amber eyes atop its seemingly emaciated form. A mangy, yellow crest of fur reaches from its head to mid-back, with the only hair on its body being small scabby patches. The rest of its body is pale and gray, its leathery hide contrasting with his taut mane and a crest of blackened spines within it. The demonic canine's chest is armored with a patchwork of discarded shields and breastplates held together with weighty chains, and decorated with the flayed skin of the behemoths enemies. In its malformed claws it wields a massive triple-headed flail, screams of discordant laughter seems to eco from the great weapon."

Yeenoghu.

The Beast of Butchery appears as a great scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake, and those that ate of great Yeenoghu's kills became gnolls. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunching over and filing their teeth down to points.

Yeenoghu wants nothing more than slaughter and senseless destruction. Gnolls are his favorite instruments, and he drives his gnoll followers to ever-greater atrocities in his name, even imbuing some of their commanders with his powers, which transforms them into flinds. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored and wanders away. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.

The Gnoll Lord is covered in matted fur and leathery hide, and his face resembles a grinning predator's skull. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his teeth.

Personality.

Yeenoghu's desires are savage in nature, wanting slaughter and destruction above all else. He despises civilization and if he were to conquer other realms, abyssal or otherwise, he would not attempt to rebuild their former structures.

To the Beast of Butchery, the gnolls are both his instruments and children, whom he seeks to use to bring his ideal world to fruition. Such a world would be one of endless combat and brutality, where gnolls ruled supreme and all other creatures would be either slaves or food. Ultimately when the mortal world possessed one final champion he would challenge them to battle, slay them, and preside victoriously in his version of paradise; a wasteland of decaying corpses, in an absolutely ruined world.

Despite his savage nature, Yeenoghu is not stupid, being capable of subtlety and trickery, but merely choosing not to use it in most circumstances. He actively encourages the arrival of new races into his followers, recognizing the lack of his people's unity. Counting among the Lord of Savagery's favorite demons are barlguras, dretches, hezrous, maness, and especially maw demons and Shoosuvas, all appreciated for their bestial natures. With any entity that does not serve him he will not waste any time on discourse, leaping boldly into battle unless he becomes bored.

The Butcher

Weapon (flail), artifact (requires attunement)

Yeenoghu’s three-headed flail, the Butcher, is built from the bones and flesh of an ancient deity the Gnoll Lord murdered. Each rusty chain ends in a barbed head. The weapon screams with discordant laughter when swung. Those who are hit with more than one head of the flail can suffer from mental confusion and paralysis and it bleeds ichor when used in battle. The Butcher is one of Yennoghu’s most prized possessions, having been imbued with a part of the demon lord’s essence, and thus rarely leave its masters side. Only on extremely rare occasions does Yennoghu allow a champion to wield the great flail, but when he does, death and ruin on a grand scale is nigh. Yeenoghu’s bond with the Butcher is so strong that at any time, Yeenoghu can make the flail teleport to his claw, even if the Butcher is attuned to a different creature.

Attunement. Any creature besides Yeenoghu that tries to attune to the flail must make a DC 18 Constitution saving throw. On a successful save, the creature takes 45 (10d8) psychic damage. On a failed save, the creature undergoes a horrible and painful transformation that turns it into a Flind who’s goal is to protect The Butcher and serve Yeenoghu. Only by killing the Flind and casting either True Resurrection or Wish upon its body can the creature be transformed back into it’s true self.

Demonic Hunger. You can ravenously consume the corpse of a Small or Medium creature over the course of 1 minute, during which time you can do nothing but feast on the creature’s dead flesh. At the end of this time, the corpse is destroyed, and you regain 11 (2d10) hit points. You can also take 5 minutes to consume the corpse of a Large creature and regain 22 (4d10) hit points, 30 minutes to consume the corpse of a Huge creature to regain 33 (6d10) hit points, or 1 hour to consume the corpse of a Gargantuan creature to regain 55 (10d10) hit points.

Lord of Gnolls. You have advantage on any Charisma check towards gnolls. In addition, gnolls don’t attack you unless you attack them. You can also cast Dominate Person (3/Day) on gnolls.

Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this ademantine weapon. The Butcher functions like a flail that deals (1d12) damage instead of (1d8). In addition, as a bonus action, you can choose to either summon the Butcher in one of your hands, or you can make the Butcher disappear until you use a bonus action to resummon it once more.

Random Properties

The Butcher has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property

Detrimental properties are ignored by Yeenoghu

Wrath of the Butcher. If it is your turn and you hit with the Butcher, then you can cause the target to suffer one of the following additional effects on a hit, each of which it can apply only once per turn:

Confusion. The target must succeed on a DC 18 Wisdom saving throw or be affected by the Confusion spell until the start of your next turn.

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

Paralysis. The target must succeed on a DC 18 Constitution saving throw or be paralyzed until the start of your next turn.

Destruction. Since Yeenohu’s essence has been used to create the Butcher, destroying the mighty weapon is nigh impossible. The only way to destroy the weapon is to permanently destroy the lord of gnolls himself. If Yeenoghu is permanently killed, the flail crumbles into ash with an abyssal screech.

Lair and Lair Actions

Yeenoghu’s Lair

Yeenoghu's lair in the Abyss is called the Death Dells. Its barren hills and ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss.

The challenge rating of Yeenoghu is 25 (75,000 XP) when he's encountered in his lair.

Lair Actions

On initiative count 20 (losing initiative ties), Yeenoghu can take one of the following lair actions; he can't take the same lair action two rounds in a row:

Incite the Pack. 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.

Iron Spike. Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. 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.

Pack Rush. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.

Regional Effects

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

Madness of Yeenoghu. If a humanoid spends at least 1 hour within 6 miles of the lair, that creature must succeed on a DC 22 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.

Savage Predators. Predatory beasts within 10 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.

Spiky Terrain. Within 6 miles of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.

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.

Madness of Yeenoghu
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."

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Monster Tags: NPCDemonDemon Lordfiend

DragOOn1888

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