Page 253 - Mordenkainen's Tome of Foes Deluxe
P. 253

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 hired, it communi-
            cates its employer's desires to the fiends it commands.
             Although they are entrusted with leading lesser yu-
            goloths, yagnoloths 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 yagnoloth 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 shifts its cape to reveal its brutally
            powerful giant appendage.

            YAGNOLOTH                                           Magic Weapons. The yagnoloth's weapon attacks are magical.
            Large fiend (yugoloth), neutral evil
                                                                ACTIONS
            Armor Class 17 (natural armor)                      Multiattack. The yagnoloth makes one massive arm attack
            Hit Points 147 (14dl0 + 70)                         and one electrified touch attack, or it makes one massive arm
            Speed 40 ft.                                        attack and teleports before or after the attack.
                                                                Electrified Touch.  Melee Weapon Attack: +8 to hit, reach 5 ft.,
              STR     DEX    CON      INT    WIS     CHA
                                                                one target. Hit: 27 (6d8) lightning damage.
             19 (+4)   14 (+2)   21  (+5)   16 (+3)   15  (+2)   18 (+4)
                                                                Massive Arm. Melee Weapon Attack: +8 to hit, reach 15 ft., one
            Saving Throws  Dex +6, Int +7, Wis +6, Cha +8       target. Hit: 23 (3dl2 + 4)  bludgeoning damage. If the target is a
            Skills Deception +8, Insight +6, Perception +6, Persuasion +8
                                                                creature, it must succeed on a DC 16 Constitution saving throw
            Damage Resistances cold, fire, lightning; bludgeoning,
                                                                or become stunned until the end of  the yagnoloth's next turn.
             piercing, and slashing from nonmagical attacks
            Damage Immunities acid, poison                      Life Leech. The yagnoloth touches one incapacitated creature
            Condition Immunities poisoned                       within 15 feet of  it. The target takes 36 (7d8 + 4)  necrotic dam-
            Senses blindsight 60 ft., darkvision 60 ft.,        age, and the yagnoloth gains temporary hit points equal to half
             passive Perception 16                              the damage dealt. The target must succeed on a  DC 16 Consti-
            Languages Abyssal, Infernal, telepathy 60 ft.       tution saving throw, or its hit point maximum is reduced by an
            Challenge 11  (7,200 XP)                            amount equal to the damage taken. This reduction lasts until
                                                                the target finishes a long rest, and the target dies if its hit point
            Innate Spel/casting. The yagnoloth's innate spellcasting ability   maximum is reduced to 0.
            is Charisma (spell save DC 16). It can innately cast the follow-
                                                                Battle.field Cunning (Recharge 4- 6). Up to two allied yugoloths
            ing spells, requiring no material components:
                                                                within 60 feet of  the yagnoloth that can hear it can use their
            At will: darkness, detect magic, dispel magic, invisibility (self   reactions to make one melee attack each.
             only), suggestion
            3/day: lightning bolt                               Teleport. The yagnoloth magically teleports, along with any
                                                                equipment it is wearing or carrying, up to 60 feet to an unoccu-
            Magic Resistance. The yagnoloth has advantage on saving
                                                                pied space it can see.
            throws against spells and other magical effects.

           C llAPTER 6  I BESTIARY
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