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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.