{"name":"Yeenoghu","types":"Huge Fiend (Demon), Chaotic Evil","size":"Huge","sizer":"NONE","description":"[p]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 [url:https:\/\/www.dndbeyond.com\/monsters\/16930-hyena][b]hyenas[\/b][\/url] followed in his wake, and those that ate of great Yeenoghu\u2019s kills became [url:https:\/\/www.dndbeyond.com\/monsters\/16904-gnoll][b]gnolls[\/b][\/url]. 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.[\/p]\r\n[p]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 [url:https:\/\/www.dndbeyond.com\/monsters\/2560814-flind][b]flinds[\/b][\/url]. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn\u2019t parlay; to meet him is to do battle with him\u2014unless he becomes bored and wanders away. The Beast of Butchery has a long rivalry with [url:https:\/\/www.dndbeyond.com\/monsters\/2560734-baphomet][b]Baphomet[\/b][\/url], the Horned King, and the two demon lords and their followers attack one another on sight.[\/p]\r\n[p]The Gnoll Lord is covered in matted fur and leathery hide, and his face resembles a grinning predator\u2019s 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.[\/p]\r\n[h2][b]Yeenoghu\u2019s Lair[\/b][\/h2]\r\n[p]Yeenoghu\u2019s 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\u2019s lair is a place of blood and death, populated by [url:https:\/\/www.dndbeyond.com\/monsters\/16904-gnoll][b]gnolls[\/b][\/url], [url:https:\/\/www.dndbeyond.com\/monsters\/16930-hyena][b]hyenas[\/b][\/url], and [url:https:\/\/www.dndbeyond.com\/monsters\/16872-ghoul][b]ghouls[\/b][\/url] (see the [url:https:\/\/www.dndbeyond.com\/sources\/mm][i]Monster Manual[\/i][\/url]), and there are few structures or signs of civilization on his layer of the Abyss.[\/p]\r\n[p]The challenge rating of Yeenoghu is 25 (75,000 XP) when he\u2019s encountered in his lair.[\/p]\r\n[h3][b]Lair Actions[\/b][\/h3]\r\n[p]On initiative count 20 (losing initiative ties), Yeenoghu can take one of the following lair actions; he can\u2019t take the same lair action two rounds in a row:[\/p]\r\n[p][b]Incite the Pack.[\/b] Until the next initiative count 20, all [url:https:\/\/www.dndbeyond.com\/monsters\/16904-gnoll][b]gnolls[\/b][\/url] and [url:https:\/\/www.dndbeyond.com\/monsters\/16930-hyena][b]hyenas[\/b][\/url] within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.[\/p]\r\n[p][b]Iron Spike.[\/b] Yeenoghu causes an iron spike\u20145 feet tall and 1 inch in diameter\u2014to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is [url:https:\/\/www.dndbeyond.com\/sources\/dnd\/free-rules\/rules-glossary#RestrainedCondition][b]restrained[\/b][\/url] 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 [url:https:\/\/www.dndbeyond.com\/sources\/dnd\/free-rules\/rules-glossary#RestrainedCondition][b]restrained[\/b][\/url] condition.[\/p]\r\n[p][b]Pack Rush.[\/b] Each [url:https:\/\/www.dndbeyond.com\/monsters\/16904-gnoll][b]gnoll[\/b][\/url] or [url:https:\/\/www.dndbeyond.com\/monsters\/16930-hyena][b]hyena[\/b][\/url] that Yeenoghu can see can use its reaction to move up to its speed.[\/p]\r\n[h3][b]Regional Effects[\/b][\/h3]\r\n[p]The region containing Yeenoghu\u2019s lair is warped by his magic, creating one or more of the following effects:[\/p]\r\n[p][b]Savage Predators.[\/b] Predatory beasts within 6 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.[\/p]\r\n[p][b]Spiky Terrain.[\/b] Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.[\/p]\r\n[p]If Yeenoghu dies, these effects fade over the course of 1d10 days.[\/p]\r\n[h2][b]Cultists of Yeenoghu[\/b][\/h2]\r\n[p]Yeenoghu grants special abilities to his cultists. His most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait.[\/p]\r\n[p][i][b]Gnashing Jaws.[\/b][\/i][i] Melee Weapon Attack:[\/i] bonus to hit equal to this creature\u2019s proficiency bonus plus its Strength modifier, reach 5 ft., one target. [i]Hit:[\/i] 1d4 + this creature\u2019s Strength modifier piercing damage.[\/p]\r\n[p][i][b]Rampage.[\/b][\/i] When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make one Gnashing Jaws attack.[\/p]\r\n[p][i][b]Aura of Bloodthirst.[\/b][\/i] If this creature isn\u2019t [url:https:\/\/www.dndbeyond.com\/sources\/dnd\/free-rules\/rules-glossary#IncapacitatedCondition][b][u]incapacitated[\/u][\/b][\/url], any creature that has Rampage can make its Gnashing Jaws attack as a bonus action while within 10 feet of this creature.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","armor_class":"20 (natural armor)","hit_points":"333 (23d12 + 184)","speed":"50 ft.","skills":"Intimidation +9, Perception +14","vulnerabilities":"","resistances":"Cold, Fire, Lightning","immunities":"Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical","gear":"","senses":"Truesight 120 ft., Passive Perception 24","languages":"","challenge_rating":"24","xp":"62000","pb":"","strength":"29","dexterity":"16","dexterity_p":"1","constitution":"26","constitution_p":"1","intelligence":"16","wisdom":"24","wisdom_p":"1","charisma":"15","traits":"[p][i][b]Legendary Resistance (3\/Day).[\/b][\/i] If Yeenoghu fails a saving throw, he can choose to succeed instead.[\/p]\r\n[p][i][b]Magic Resistance.[\/b][\/i] Yeenoghu has advantage on saving throws against spells and other magical effects.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","actions":"[p][i][b]Multiattack.[\/b][\/i] Yeenoghu makes three Flail attacks.[\/p]\r\n[p][i][b]Flail.[\/b][\/i][i] Melee Weapon Attack:[\/i] +16 to hit, reach 15 ft., one target. [i]Hit:[\/i] 22 (2d12 + 9) force damage. If it\u2019s 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:[\/p]\r\n[p][b]Confusion.[\/b] The target must succeed on a DC 17 Wisdom saving throw or be affected by the [url:https:\/\/www.dndbeyond.com\/spells\/2038-confusion][i][u]confusion[\/u][\/i][\/url] spell until the start of Yeenoghu\u2019s next turn.[\/p]\r\n[p][b]Force.[\/b] The target takes an extra 13 (2d12) force damage.[\/p]\r\n[p][b]Paralysis.[\/b] The target must succeed on a DC 17 Constitution saving throw or be [url:https:\/\/www.dndbeyond.com\/sources\/dnd\/free-rules\/rules-glossary#ParalyzedCondition][u]paralyzed[\/u][\/url] until the start of Yeenoghu\u2019s next turn.[\/p]\r\n[p][i][b]Bite.[\/b][\/i][i] Melee Weapon Attack:[\/i] +16 to hit, reach 10 ft., one target. [i]Hit:[\/i] 20 (2d10 + 9) acid damage.[\/p]\r\n[p][i][b]Spellcasting.[\/b][\/i] Yeenoghu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):[\/p]\r\n[p]At will: [url:https:\/\/www.dndbeyond.com\/spells\/2065-detect-magic][i][u]detect magic[\/u][\/i][\/url][\/p]\r\n[p]3\/day each: [url:https:\/\/www.dndbeyond.com\/spells\/2072-dispel-magic][i][u]dispel magic[\/u][\/i][\/url], [url:https:\/\/www.dndbeyond.com\/spells\/2094-fear][i][u]fear[\/u][\/i][\/url], [url:https:\/\/www.dndbeyond.com\/spells\/2159-invisibility][i][u]invisibility[\/u][\/i][\/url][\/p]\r\n[p]1\/day: [url:https:\/\/www.dndbeyond.com\/spells\/2275-teleport][i][u]teleport[\/u][\/i][\/url][\/p]\r\n[h1]Legendary Actions[\/h1]\r\n[p]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\u2019s turn. Yeenoghu regains spent legendary actions at the start of his turn.[\/p]\r\n[p][b]Charge.[\/b] Yeenoghu moves up to his speed.[\/p]\r\n[p][b]Swat Away.[\/b] 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 [url:https:\/\/www.dndbeyond.com\/sources\/dnd\/free-rules\/rules-glossary#ProneCondition][u]prone[\/u][\/url].[\/p]\r\n[p][b]Savage (Costs 2 Actions).[\/b] Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.[\/p]\r\n[p][\/p]\r\n","bactions":"[p][i][b]Rampage.[\/b][\/i] 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.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","reactions":"","imageid":"6162264","source":"Mordenkainen Presents: Monsters of the Multiverse, pg. 270","vintage":"1","tags":"monster, demon, bbeg, MotM","isShared":"on","templateId":"17210","blockId":"1497326","world":"f43a1341-fc2b-45dc-91ea-c883452e5559","folder":"34074"}