| Mod | Save | ||
|---|---|---|---|
| STR | 29 | +9 | +9 |
| DEX | 16 | +3 | +3 |
| CON | 26 | +8 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 24 | +7 | +7 |
| CHA | 15 | +2 | +2 |
Legendary Resistance (4/Day, or 5/Day in Lair). If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.
Demonic Restoration. If Yeenoghu dies outside the Abyss, his body dissolves into ichor, and he gains a new body instantly, reviving with all his Hit Points somewhere in the Abyss.
Multiattack. Yeenoghu makes three Flail or Rend attacks in any combination.
Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 28 (3d12 + 9) force damage. If it’s Yeenoghu’s turn, he can apply one of the following effects per attack (once each):
- Confusion. The target must succeed on a DC 17 Wisdom saving throw or be affected by Confusion until the start of Yeenoghu's next turn.
- Rending Strike. The target takes an extra 13 (2d12) force damage.
- Savage Paralysis. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.
Rend. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) acid damage. The target must succeed on a DC 17 Wisdom saving throw or suffer madness, imposing disadvantage on its next attack roll or ability saving throw.
Spellcasting. Yeenoghu casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +7 to hit with spell attacks):
At will. Hunter's mark, Fear
Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack, he moves up to half his speed and makes one Rend attack.
Pack Rush (Recharge 5-6). Each Gnoll or Hyena Yeenoghu can see uses its reaction to move up to half its speed.
Hunter's Fury. When Yeenoghu takes damage, he casts Hunter's mark (5th level version) on the creature that dealt the damage, if possible. The mark deals an additional 2d6 damage on subsequent attacks, and Yeenoghu knows the target's location until the spell ends.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Yeenoghu can expend a use to take one of the following actions. Yeenoghu regains all expended uses at the start of each of its turns.
Charge. Yeenoghu moves up to his speed and makes a Rend attack.
Swat Away. Yeenoghu makes one Flail attack. On a hit, the target must succeed on a DC 24 Strength save or be pushed 15 feet away and knocked prone if the save fails by 5 or more.
Iron Spike (Recharge 5-6). Yeenoghu causes a 5-foot iron spike to burst from the ground at a point he can see within 100 feet. Creatures in the space must make a DC 24 Dexterity save, taking 27 (6d8) piercing damage and becoming restrained on a failure. A creature can use an action to remove itself or another creature from the spike, ending the restraint.
Description
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 (in this book). 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.
Lair and Lair Actions
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.
Regional Effects. The region containing Yeenoghu's lair is warped by his savagery, creating one or more of the following effects:
Primal Madness. Within 1 mile of the lair, all Wisdom (Insight) and Intelligence (Investigation) checks have disadvantage, and all Strength (Athletics) and Charisma (Intimidation) checks have advantage.
Savage Predators. Predatory beasts within 1 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.
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Posted Feb 14, 2025Here is #6 in my series of reworking the Demon Lords to 2024 rule set!
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Posted Aug 2, 2025Hello, I think it's great you've been updating the Demon Lords. I see that up above you have Fraz listed in a couple of places in the stat block (Magic Resistance, Legendary Resistance). Other than that I think these stat blocks are great!