Yagnoloth

Large fiend (yugoloth), Neutral Evil

Armor Class

17 (natural armor)

Hit Points

147 (14d10+70)

Speed

walk 40 ft.

Saves

Dex +6, Int +7, Wis +6, Cha +8

Skills

Deception +8, Insight +6, Perception +6, Persuasion +8

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 60 ft.

Languages

Abyssal, Infernal, telepathy 60 ft.

Challenge

11

Magic Resistance

The yagnoloth has advantage on saving throws against spells and other magical effects.

Magic Weapons

The yagnoloth's weapon attacks are magical.

Innate Spellcasting

The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: • At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion • 3/Day: lightning bolt

Actions

Multiattack

The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.

Electrified Touch

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.

Massive Arm

Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or is stunned until the end of the yagnoloth's next turn.

Life Leech

The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.

Battlefield Cunning (Recharge 4-6)

Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.

Teleport

The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Yagnoloth

Large fiend (yugoloth), typically neutral evil

Armor Class

17 (natural armor)

Hit Points

147 (14d10 + 70)

Speed

walk 40 ft.

Saves

Dex +6, Int +7, Wis +6, Cha +8

Skills

Deception +8, Insight +6, Perception +6, Persuasion +8

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 60 ft.

Languages

Abyssal, Infernal, telepathy 60 ft.

Challenge

11

Proficiency Bonus

+4

Magic Resistance

The yagnoloth has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The yagnoloth makes one Electrified Touch attack and one Massive Arm attack, or it makes one Massive Arm attack and uses Battlefield Cunning, if available, or Teleport.

Electrified Touch

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.

Massive Arm

Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn.

Battlefield Cunning (Recharge 4-6)

Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.

Life Leech

The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.

Spellcasting

The yagnoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): • At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion • 3/Day: lightning bolt

Teleport

The yagnoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.