Page 240 - Dragonix - DM Options, Monster Talents II
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Yagnoloth Warmaster Life Leech. The yagnoloth touches one incapacitated creature within
15 feet of it. The target takes 37 (8d8 + 5) necrotic damage, and the
Large fiend (yugoloth), neutral evil
yagnoloth gains temporary hit points equal to half the damage dealt.
The target must succeed on a DC 19 Constitution saving throw, or
Armor Class 18 (natural armor)
its hit point maximum is reduced by an amount equal to the damage
Hit Points 184 (16d10 + 96)
taken. This reduction lasts until the target finishes a long rest, and
Speed 40 ft.
the target dies if its hit point maximum is reduced to 0.
STR DEX CON INT WIS CHA Battlefield Cunning (Recharge 4-6). Up to two allied yugoloths
20 (+5) 14 (+2) 22 (+6) 16 (+3) 16 (+3) 18 (+4) within 60 feet of the yagnoloth that can hear it can use their
reactions to make one melee attack each.
Saving Throws Dex +7, Int +8, Wis +8, Cha +9 Teleport. The yagnoloth magically teleports, along with any
Skills Deception +9, Insight +8, Perception +8, Persuasion +9 equipment it is wearing or carrying, up to 60 feet to an unoccupied
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and space it can see.
slashing from nonmagical attacks
Tol-Kendar (Recharge 6). The yagnoloth magically summons
Damage Immunities acid, poison
its tol-kendar, a huge and wicked-looking 15-foot polearm. The
Condition Immunities poisoned
weapon appears instantly in the yagnoloth's massive arm hand. The
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
Languages Abyssal, Infernal, telepathy 60 ft. yagnoloth moves up to its walking speed in a straight line and targets
Challenge 15 (13,000 XP) each creature within 30 feet of it during its movement. Each target
must succeed on a DC 18 Dexterity saving throw or take 33 (8d6
+ 5) slashing damage. The tol-kendar disappears at the end of the
Battle Tactician. The yagnoloth learns three maneuvers (distracting yagnoloth's turn.
strike, maneuvering attack, and menacing attack) and gains four d8
superiority dice from the Fighter class's Battle Master archetype. Legendary Actions
The yagnoloth's Maneuver ability is Strength (Maneuver save The yagnoloth gains 3 legendary actions, choosing from the options
DC 18). below. Only one legendary action option can be used at a time and
Innate Spellcasting. The yagnoloth’s innate spellcasting ability only at the end of another creature's turn. The yagnoloth regains
is Charisma (spell save DC 17). It can innately cast the following spent legendary actions at the start of its turn.
spells, requiring no material components: Teleport. The yagnoloth uses Teleport.
Elecrify (Costs 2 Actions). The yagnoloth uses Electrified Touch.
At will: darkness, detect magic, dispel magic, invisibility (self only),
Massive Arm (Costs 2 Actions). The yagnoloth attacks with its
suggestion
Massive Arm.
3/day: lightning bolt
Lightning Bolt (Costs 3 Actions). The yagnoloth casts lightning bolt,
Magic Resistance. The yagnoloth has advantage on saving throws if available.
against spells and other magical effects.
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: +10 to hit, reach 5 ft., one
target. Hit: 31 (7d8) lightning damage.
Massive Arm. Melee Weapon Attack: +10 to hit, reach 15 ft., one
target. Hit: 24 (3d12 + 5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 18 Constitution saving throw or
become stunned until the end of the yagnoloth’s next turn.
Chapter 3. Bonus Sampler Stat Blocks 239

