Yeenoghu

Huge Fiend (demon), Chaotic Evil
MPMM

AC 20 (natural armor)

HP 333 (23d12 + 184)

Speed 50 ft.

STR

29 (+9)

Save +9

DEX

16 (+3)

Save +10

CON

26 (+8)

Save +15

INT

16 (+3)

Save +3

WIS

24 (+7)

Save +14

CHA

15 (+2)

Save +2

Saving Throws DEX +10, CON +15, WIS +14

Skills Intimidation +9, Perception +14

Resistances Cold; Fire; Lightning

Immunities Poison; (that is nonmagical)

Condition Immunities Charmed, Exhaustion, Frightened, Poisoned

Senses truesight 120 ft., Passive Perception 24

Languages all, telepathy 120 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. 16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) 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 Confusion: The target must succeed on a 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn. Force: The target takes an extra 13 (2d12) force damage. Paralysis: The target must succeed on a 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.

Bite. 16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) 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 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 prone.

Savage (Costs 2 Actions). Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.