Armor Class
20
Yeenoghu
Huge Fiend · Chaotic Evil
Hit Points
333 (23d12 + 184)
Speed
Walk 50 ft.
CR
24
Traits
Legendary Resistance (3/Day)
If Yeenoghu fails a saving throw, he can choose to succeed instead.
Magic Resistance
Yeenoghu has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
Yeenoghu makes three Flail attacks.
Flail
Melee Weapon Attack +16 to hit, reach 15 ft., one target. 22 () Force 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
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Confusion
The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.
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Force
The target takes an extra 13 () Force damage.
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Paralysis
The target must succeed on a DC 17 Constitution saving throw or be until the start of Yeenoghu's next turn.
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Confusion
The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.
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Force
The target takes an extra 13 () Force damage.
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Paralysis
The target must succeed on a DC 17 Constitution saving throw or be until the start of Yeenoghu's next turn.
Bite
Melee Weapon Attack +16 to hit, reach 10 ft., one target. 20 () Acid damage.
Bonus Actions
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
Charge
Yeenoghu moves up to his speed.
Swat Away
Yeenoghu makes one Flail 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. If the saving throw fails by 5 or more, the target is also knocked .
Savage (Costs 2 Actions)
Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.