![[YeenoghuPic.webp]]
# Yeenoghu
_Demon Lord Beast of Butchery | [[Abyss]] | [[Death Dells]]_
## Summary
Demon Lord of Gnolls who embodies pure bestial fury and endless hunger. Unlike the calculating cruelty of other demon lords, Yeenoghu represents savage, primal destruction. Originally a mortal gnoll of extraordinary savagery whose acts of cannibalism so extreme they tore holes between the Material Plane and the Abyss, transforming him into a demon lord.
During Graz'zt's conspiracy, he was controlled through the [[Shard of Evil]]. After [[Orcus]]'s death in Zelatar, Yeenoghu led an army of frenzied gnolls that separated the party from the dying [[Kurogash]], [[Black Kathleen]], and [[Bussy]], nearly preventing their escape. During the climactic battle the party cut their way free of his gnolls and fled [[Zelatar]]; with [[Graz'zt]]'s design collapsing, Yeenoghu was driven back to the [[Death Dells]] to resume his endless hunt.
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## Now
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## Appearance
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## Stats
*Official bestiary stat block — Baldur's Gate: Descent into Avernus.*
*Huge Fiend (Demon), Chaotic Evil*

**AC** 20 | **HP** 333 (23d12 + 184) | **Speed** 50 ft.
**CR** 24 (62,000 XP) | **Proficiency Bonus** +7
| STR | DEX | CON | INT | WIS | CHA |
|:---:|:---:|:---:|:---:|:---:|:---:|
| 29 (+9) | 16 (+3) | 23 (+6) | 15 (+2) | 24 (+7) | 15 (+2) |
**Saving Throws** Dex +10, Con +15, Wis +14
**Skills** Intimidation +9, Perception +14
**Immunities** poison; bludgeoning, piercing, and slashing that is nonmagical; Charmed, Exhaustion, Frightened, Poisoned
**Resistances** cold, fire, lightning
**Senses** Truesight 120 ft., Passive Perception 24
**Languages** all, telepathy 120 ft.
### Traits
**Innate Spellcasting.** Yeenoghu’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each: dispel magic, fear, invisibility
1/day: teleport
**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.
**Magic Weapons.** Yeenoghu’s weapon attacks are magical.
**Rampage.** When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.
### Actions
**Multiattack.** Yeenoghu makes three flail attacks. If an attack hits, he can cause one of the following additional effects, either of his choice or at random (each effect can be used only once per Multiattack):
1. The attack deals an extra 13 (2d12) bludgeoning damage.
2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu’s next turn.
3. 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.
**Flail.** Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage.
**Bite.** Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) piercing damage.
### Legendary Actions
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’s turn. Yeenoghu regains spent legendary actions at the start of his turn.
**Charge.** Yeenoghu moves up to his speed.
**Swat Away.** Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.
**Savage (Costs 2 Actions).** Yeenoghu makes a bite attack against each creature within 10 feet of him.
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