-
Legendary Resistance (3/Day). If Yogg-Saron fails a saving throw, it can choose to succeed instead.
-
Magic Resistance. Yogg-Saron has advantage on saving throws against spells and other magical effects.
-
Regeneration. Yogg-Saron regains 20 hit points at the start of its turn if it has at least 1 hit point remaining.
-
Aura of Madness. At the start of each of Yogg-Saron's turns, each creature within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be affected by short-term madness until the start of Yogg-Saron's next turn.
-
Multiattack. Yogg-Saron makes three attacks: one with its bite and two with its tentacles.
-
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 6) piercing damage.
-
Tentacle. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Yogg-Saron can't use this tentacle on another target.
-
Psychic Scream (Recharge 5–6). Yogg-Saron emits a terrifying psychic wail. Each creature within 60 feet of Yogg-Saron that can hear it must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't stunned.
-
Descent into Madness (Recharge 5–6). Yogg-Saron targets up to four creatures within 60 feet, attempting to pull them into a twisted mental landscape. Each targeted creature must succeed on a DC 19 Wisdom saving throw or be transported to the Mind's Eye, a demiplane reflecting Yogg-Saron's psyche.
While in the Mind's Eye, affected creatures encounter the following:
-
Psychic Assaults. The environment assaults the intruders' minds. At the start of each of their turns, creatures must make a DC 19 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much on a successful one.
-
Manifested Nightmares. Each creature faces illusory manifestations of their deepest fears. These illusions are harmless but require a DC 19 Wisdom (Insight) check to recognize as unreal. Failure results in the creature being frightened until the end of their next turn.
-
Escape the Mind's Eye. To exit, creatures must focus their willpower. As an action, a creature can make a DC 19 Wisdom (Perception) check to locate a mental portal and a DC 19 Intelligence (Arcana) check to activate it. Success on both checks allows the creature to return to the material plane.
If a creature remains in the Mind's Eye for more than 3 rounds, they must make a DC 19 Wisdom saving throw at the end of each subsequent turn. On a failure, they gain a level of exhaustion due to the mental strain.
-
Eldritch Bolt. Yogg-Saron conjures a bolt of eldritch energy and hurls it at a creature it can see within 60 feet. The target must make a DC 19 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
Spawn Tentacle. Yogg-Saron summons a tentacle at a point within 30 feet that it can see. The tentacle occupies a 5-foot square and has an AC of 15, 30 hit points, and immunity to psychic and poison damage. It acts on Yogg-Saron's initiative count and can make the following attack:
- Tentacle Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained.
Eldritch Counter. When Yogg-Saron is targeted by an attack, it can use its reaction to respond based on the attack's nature:
-
Melee Attack: The attacker must succeed on a DC 19 Strength saving throw or be pushed 10 feet away and knocked prone by a surge of force.
-
Ranged Attack: Yogg-Saron creates a momentary distortion, imposing disadvantage on the attack roll.
Yogg-Saron 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. Yogg-Saron regains spent legendary actions at the start of its turn.
-
Detect. Yogg-Saron makes a Wisdom (Perception) check.
-
Tentacle Attack. Yogg-Saron makes a tentacle attack.
-
Cast Spell (Costs 2 Actions). Yogg-Saron casts a spell from its innate spellcasting list.
Innate Spellcasting
Yogg-Saron's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
-
At will: detect thoughts, major image
-
3/day each: dominate person, phantasmal killer
-
1/day each: weird, feeblemind
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
-
Challenge Rating (CR): The stat block is designed to align with the characteristics of a CR 15 creature, considering factors such as hit points, damage output, and special abilities.
-
Aura of Madness: This trait reflects Yogg-Saron's theme of inducing madness, requiring creatures nearby to make Wisdom saving throws or suffer short-term madness effects.
-
Regeneration: Mirroring abilities from other eldritch entities, Yogg-Saron regenerates health each turn, making it a more enduring threat.
-
Psychic Scream: This rechargeable area-of-effect attack deals significant psychic damage and can incapacitate players, emphasizing the creature's mental dominance.
-
Descent into Madness: This ability introduces a mechanic where players are transported to a mental realm, facing psychic assaults and illusions, adding a layer of psychological horror and strategic challenge.
-
Legendary Actions and Innate Spellcasting: These features provide Yogg-Saron with additional actions and spellcasting abilities, enhancing its threat level and versatility in combat.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.