17 (natural armor)
147 (14d10+70)
walk 40 ft.
Dex +6, Int +7, Wis +6, Cha +8
Deception +8, Insight +6, Perception +6, Persuasion +8
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
acid, poison
poisoned
blindsight 60 ft., darkvision 60 ft.
Abyssal, Infernal, telepathy 60 ft.
11
The yagnoloth has advantage on saving throws against spells and other magical effects.
The yagnoloth's weapon attacks are magical.
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
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.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.
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.
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.
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.
The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
17 (natural armor)
147 (14d10 + 70)
walk 40 ft.
Dex +6, Int +7, Wis +6, Cha +8
Deception +8, Insight +6, Perception +6, Persuasion +8
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
acid, poison
poisoned
blindsight 60 ft., darkvision 60 ft.
Abyssal, Infernal, telepathy 60 ft.
11
+4
The yagnoloth has advantage on saving throws against spells and other magical effects.
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.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.
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.
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.
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.
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
The yagnoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.