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YAGNOLOTH
Anyone who would contract yugoloths
for a task usuallyends up dealing with a yagnoloth.
Cunning negotiators,these strange fiends handle
the writing of contracts forall 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 fromarcanaloths and
ultroloths. Aside from their superiors,yagnoloths have
full authority over and expect obedi-ence from the fiends under their command.
A yagnolothfollows the dictates in a contract it negotiated,
but it iscertain
to have included a loophole to escape its obliga-tion if
the situation warrants.A yag
noloth has one arm of human size and onegiant-sized arm, and it always covers
one or the otherwith a long cape. During negotiations,
the yagnolothuncovers its human arm and
uses it to draft and signcontracts. When a show of force is necessary or whencombat is joined, it s hifts its cape to reveal its brutallypowerful giant appendage.YAGNOLOTH
Large fiend (yugoloth), neutral evilArmor Class 17 (natural armor)Hit Points 147 (14dl0 + 70)Speed 40 ft.STR19 (+4)DEX14 (+2)CON21 (+5)INT16 (+3)WIS15 (+2)Saving Throws Dex +6, Int +7,
Wis +6, Cha +8CHA18 (+4)Skills Deception +8, Insight
+6, Perception +6, Persuasion +8Damage Resistances
cold, fire, lightning; bludgeoning,piercing, and
slashing from nonmagical attacksDamage Immunities acid, poisonCondition Immunities poisonedSenses blindsight 60 ft., darkvision
60 ft.,passive Perception 16Languages Abyssal, Inf
ernal, telepathy 60 ft.Challenge 11 (7,200 XP)Innate Spel/casting.
The yagnoloth's innate spellcasting abilityis 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 (selfonly), suggestion3/day: lightning boltMagic Resistance. The yagnoloth has advantage
on savingthrows against spells and other magical effects
.CllAPTER 6 I BESTIARYMagic Weapons. The yagnoloth's
weapon attacks are magical.ACTIONSMultiattack. The
yagnoloth makes one massive arm attackand one electrified
touch attack, or it makes one massive armattack 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., onetarget. Hit: 23 (3dl2 + 4) bludgeoning damage. If the target is acreature, it must succeed on a DC 16 Constitution saving throwor become stunned until
the end of the yagnoloth's next turn.Life Leech. The yagnoloth touches one
incapacitated creaturewithin 15 feet of it. The target takes 36 (7d8 + 4) necrotic dam-age, and the yagnoloth gains temporary hit points equal to halfthe damage dealt. The target
must succeed on a DC 16 Consti-tution saving throw, or its hit point maximum is reduced
by anamount equal to the damage taken. This reduction lasts
untilthe target finishes
a long rest, and the target dies if its hit pointmaximum
is reduced to 0.Battle.field Cunning (Recharge 4-6). Up to two allied yugolothswithin 60 feet of the
yagnoloth that can hear it can use theirreactions to make one melee attack each.Teleport. The yagnoloth magically
teleports, along with anyequipment it is wearing or carrying, up to 60 feet to an unoccu-pied space it can see.