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YAGNOLOTH


Anyone who would contract yugoloths
for a task usually

ends up dealing with a yagnoloth.
Cunning negotiators,

these strange fiends handle
the writing of contracts for

all of their kind. Once a yagnoloth
is h ired, it commu ni-

cates its employer's desires to the fiends it commands.

Although they are entrusted
with leading lesser yu-

goloths, yagnoloth
s ultimately take their orders from

arcanaloths and
ultroloths. Aside from their superiors,

yagnoloths have
full authority over and expect obedi-

ence from the fiends under their command.
A yagnoloth

follows the dictates in a contract it negotiated,
but it is

certain
to have included a loophole to escape its obliga-

tion if
the situation warrants.

A yag
noloth has one arm of human size and one

giant-sized arm, and it always covers
one or the other

with a long cape. During negotiations,
the yagnoloth

uncovers its human arm and
uses it to draft and sign

contracts. When a show of force is necessary or when

combat is joined, it s hifts its cape to reveal its brutally

powerful giant appendage.

YAGNOLOTH


Large fiend (yugoloth), neutral evil

Armor Class 17 (natural armor)

Hit Points 147 (14dl0 + 70)

Speed 40 ft.

STR

19 (+4)

DEX

14 (+2)

CON

21 (+5)

INT

16 (+3)

WIS

15 (+2)

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

CHA

18 (+4)

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.,

passive Perception 16

Languages Abyssal, Inf
ernal, telepathy 60 ft.

Challenge 11 (7,200 XP)

Innate Spel/casting.
The yagnoloth's innate spellcasting ability

is Charisma
(spell save DC 16). It can innately cast the follow-

ing spells, requiring no material components:

At will: darkness,
detect magic, dispel magic, invisibility (self

only), suggestion

3/day: lightning bolt

Magic Resistance. The yagnoloth has advantage
on saving

throws against spells and other magical effects
.

CllAPTER 6 I BESTIARY

Magic Weapons. The yagnoloth's
weapon attacks are magical.

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 (3dl2 + 4) bludgeoning 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.

Life Leech. The yagnoloth touches one
incapacitated creature

within 15 feet of it. The target takes 36 (7d8 + 4) necrotic dam-

age, and the yagnoloth gains temporary hit points equal to half

the damage dealt. The target
must succeed on a DC 16 Consti-

tution 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.

Battle.field 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 unoccu-

pied space it can see.
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