Spellcasting. Yeenoghu's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components.
At Will: Detect Magic, Spiritual Weapon +19 to hit, (21)4d8+3 damage.
3/day each: Dispel Magic, Fear, Invisibility
1/day: Teleport
Magic Resistance: Yeenoghu has advantage on saving throws against spells and other magical effects.
Magic Weapons: Yeenoghu's weapon attacks are magical.
Rampage: When Yenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed without provoking attacks and make two Bite Attacks.
Multiattack: Yeenoghu makes four flail attacks. If an attack hits, he can cause one of the following additional effects, either of his choice or at random (each effect can be used only once per Multiattack).
1. The attack does an extra 25 bludgeoning damage.
2. 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.
3. The target must succeed on a DC 22 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.
Flail. Melee Weapon Attack: +22 to hit, reach 30 ft., 1 target. Hit: 30 [bludgeoning] damage.
Bite. Melee Weapon Attack: +22 to hit, range 15 ft., 1 target. Hit: 25 [piercing] damage.
Quick Response: Yeenoghu can react multiple times a round equal to his dexterity modifier.
Bolster: As Yeenoghu howls, any ally within 100 feet enters a frenzy gaining 10 temporary hit points and enters into a rage, gaining +2 to hit and +2 to damage. This ability recharges on a 6 at the beginning of your turn.
Legendary Resistance (3/day): If Yeenoghu fails a saving throw, he can choose to succeed instead.
Legendary Actions:
Yeenoghu 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. Yeenoghu regains spent legendary actions at the start of his turn.
Charge: Yeenoghu moves up to his speed without provoking opportunity attacks.
Swat Away: Yeenoghu makes a flail attack. If the attack hits, the target must suceed on a DC 25 strength saving throw or be pushed 20 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone taking 20 damage.
Savage (Costs 2 Actions): Yeenoghu makes a bite attack against each creature within 15 feet of him.
Description
Yeenoghu appeared as a gnoll-like creature, 26 ‒ 28 feet tall with a grinning skull-like face and a leering pair of burning emerald or amber eyes atop his powerful form. A mangy, yellow crest of fur reached from his head to mid-back, with the only hair on his body being small scabby patches. The rest of his body was pale and gray, his leathery hide contrasting with his taut mane and a crest of blackened spines within it. His canine chest was armored with a patchwork of discarded shields and breastplates held together with weighty chains, and decorated with the flayed skin of his enemies. He wielded a three-headed flail in his paws.
Lair and Lair Actions
Villain Actions:
1st round: Yeenoghu howls, gnoll spawn within 100 feet and answer the call with a howl of their own. 2d6 gnolls move 50 feet towards the fray of the battlefield from the nearby surroundings if they are in range.
2nd round: Yeenoghu's emerald eyes glow white with light, as up to 10 bodies in a 30 foot radius of Yeenoghu has their soul sucked out, and Yeenoghu gains 15 temporary hit points per body affected in this way. Any creature who's soul is sucked out by Yeenoghu cannot be resurrected.
3rd round: Yeenoghu enters into a frenzy, as he licks the blood at the end of his flail. He now has the ability to swing his flail twice per round, with 4 attacks per swing.







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