Yeenoghu
Huge fiend (demon)- Challenge
- STR
- 9
- DEX
- 3
- CON
- 6
- INT
- 2
- WIS
- 7
- CHA
- 2
- Soak
- 2
- Fort
- +12
- Ref
- +12
- Will
- +10
Legendary Resistance (3/day). If yeenoghu fails a saving throw, it can choose to succeed instead.
Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects.
Magic Weapons. Yeenoghu’s weapon attacks are magical.
Maneuvers. The yeenoghu uses maneuvers (maneuver save Difficulty 24). It has 23 stamina dice which are d8s, a dice limit of 8, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: blood in the water, chain sweep, charge, debilitating crush, disorient, fountain of blood, hammer through, hammering blow, hamstring, knockback, lead the attack, rampage, slice through, smash, spring attack, sprint, tear flesh, throw, trip, whirling blade
2 stamina dice: frenzy, tear tendon, vengeance
3 stamina dice: battle cry, battle leader
Spellcasting. The yeenoghu uses Divinity (cha) to cast spells (spell save Difficulty 17, +8 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
At will: detect magic
1 mana: battle cry, fear, furious charge, incite fury, invisibility, mindless courage, teleport
2 mana: battle leader, bloodlust, dispel magic
Actions (3)
Flail. Melee Weapon Attack: +15 to hit, reach 2 m. Hit: 19 (3d6 + 9) bludgeoning damage. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per turn):
Bite (1/turn). Melee Weapon Attack: +15 to hit, reach 2 m. Hit: 14 (1d10 + 9) piercing damage.
Legendary actions (3)
Only one legendary option can be used at a time and only at the end of another creature’s turn. The yeenoghu regains spent legendary actions at the start of its turn.
Dash. Yeenoghu moves up to his speed.
Savage (Costs 2 actions). Yeenoghu makes a bite attack against each creature within 2 meters of him.
Lair actions
On initiative count 20 (losing initiative ties), the yeenoghu takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:
Yeenoghu causes an iron spike—150 centimeters tall and 2 centimeters in diameter—to burst from the ground at a point he can see within 20 meters of him. Any creature in the space where the spike emerges must make a Difficulty 24 Reflex saving throw. On a failure, 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.
Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attacks and causing attacks made against them to have advantage.
Regional effects
The region containing the yeenoghu’s lair is warped by the yeenoghu’s magic, which creates one or more of the following effects:
Within 2 kilometers of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.
Predatory animals within 10 kilometers 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.
If a humanoid spends at least 1 hour within 2 kilometers of the lair, that creature must succeed on a Difficulty 17 Will 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.
If Yeenoghu dies, these effects fade over the course of 1d10 days.
Maneuvers
As an action, make a melee weapon attack with advantage against a creature that is below half its health.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that you wield in two hands that deals piercing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes piercing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.
On a failure, a creature is frightened of you until the end of your next turn.
As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Treat the target’s soak as being 2 less than normal.
Enhance
You can increase the damage and ignore an additional Soak for each additional stamina die expended.
Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.
As an action, make a melee weapon attack that deals slashing damage to cripple the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.
On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.
As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.
On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The damage type is the same as the weapon used.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The attack deals double damage to objects and structures.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
As an action while you have two hands free, you can attempt to grab and throw a creature that is your size or smaller. The creature must make a Reflex saving throw.
On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.
On a critical failure, you throw it twice as far and it takes twice as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.
Trip
As an action, make a melee weapon attack and a Brawn check to Trip.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack against two different creatures.
Enhance
You can attack an additional creature for each additional stamina die expended.
1 minute/stamina die
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.
On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
1 minute/stamina die
As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration or until you are incapacitated. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals 1d4 extra damage when it hits with a weapon attack.
Spells
(ritual); concentration, 5 minutes/mana
As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.
The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.
Fear
concentration, 1 minute/mana
As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.
While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, make a weapon attack against it.
On a hit, add 3d6 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 4d6 for each additional mana expended.
concentration, 5 minutes/mana
As an action, a creature that is not a construct or an undead that you can touch or see within 10 meters becomes enraged. For the duration, the creature deals an extra 1d4 damage with weapon attacks.
You can end the spell early on your turn (no action required). The spell ends early if the creature hasn’t attacked a hostile creature since its last turn or taken damage since then.
Augment
You can increase the damage by 1d4 for each additional mana expended.
You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.
Augment
Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.
Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.
Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.
You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.
Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.
concentration, 1 minute/mana
As an action, you mindlessly encourage a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature is a construct or an undead or is immune to being charmed, the spell has no effect on it.
On a failure, you cause its bloodlust to overcome its sense of preservation as it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As an action, you teleport up to 20 meters to an unoccupied space that you can see.
You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.
If you teleport 5 meters or less, make a weapon attack.
On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can teleport an additional 100 meters for each additional mana expended.
You can increase the damage by 3d8 for each additional mana expended.
Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.
There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.
concentration, 1 minute/mana
As two actions, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration. Until the spell ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals an extra 1d6 damage with weapon attacks.
Augment
You can increase the damage by 1d6 for every two additional mana expended.
concentration, 1 minute/mana
As two actions, a creature that you can touch or see within 20 meters has a lust for blood. The creature must make a Will saving throw.
On a failure, it is charmed by you for the duration. While charmed, its skin turns a deep red, and a thirst for destruction glows in its eyes. It must use its actions to make melee attacks made against a creature other than itself that you mentally choose. The charmed creature can move up to half its speed before making the attacks.
The creature can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use two actions to maintain control over the creature, or the spell ends.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
Incite Passion. You can expend 1 additional mana so the charmed creature has disadvantage on Intelligence checks and cannot cast spells. If it is concentrating on a spell, it must immediately make a saving throw with disadvantage to maintain it.
As two actions, choose a creature, object, or magical effect within 20 meters. Make a skill check using your spellcasting skill. The Difficulty equals the spell Difficulty used to cast the spell + the spell’s effective mana. If you have identified the spell, you have advantage on this skill check. If there are multiple spells and if you have not identified them, the spell is chosen at random starting with the spell with the lowest mana cost.
On a success, the spell ends.
If you fail by 4 or less, the spell is suppressed for 1 minute.
A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.
Augment
You gain a +1 bonus to your skill check for each additional mana expended.