YEENOGHU (Demon Prince)
Large Outsider (Chaotic, Evil)
Hit Dice: 45d8+450 (810 hp)
Initiative: +10 (+6 Dex, +4 Improved Iniative)
Speed: 40 ft
AC: 50 (-1 size, +6 Dex, +35 natural)
Attacks: +4 heavy flail +60/+55/+50/+45 melee
Damage: +4 heavy flail 1d10+15 plus confusion or paralysis
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities, spells, psionics, summon demons, summon gnolls, summon ghouls
Special Qualities: Damage reduction 40/+6, SR 41, demon qualities, telepathy, darkvision 60 ft
Saves: Fort +34, Ref +30, Will +32
Abilities: Str 32, Dex 22, Con 30, Int 26, Wis 26, Cha 30
Skills: Bluff +55, Climb +56, Concentration +55, Diplomacy +55, Gather Information +55, Intimidate +55, Knowledge (Abyssal politics) +53, Knowledge (arcana) +53, Knowledge (planes) +53, Listen +53, Move Silently +51, Scry +53, Search +53, Sense Motive +53, Spellcraft +53, Spot +53
Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Initiative, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (heavy flail), Whirlwind Attack
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (6-20 gnolls or 2-8 ghouls)
Challenge Rating: 31
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: —
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Amongst the ranks of the demon princes, Yeenoghu is one of the most powerful and most feared. He dwells in a great mansion the size of a large city. It rolls across the barren salt-waste of his layers, pulled by slaves and controlled by gnolls. |
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Yeenoghu resembles a human in general form, but only at first glance. His head is that of a hyena, his chest is canine in form, his hands are paw-like, and his feet are pawed. Yeenoghu is thin to the point of being skeletal, and his only body hair is a mangy crest of putrid yellow from his head to his mid-back. Yeenoghu’s skin is a dead gray in color, and it is smooth. His eyes are lambent amber and large. |
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COMBAT |
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Yeenoghu attacks with his flail and spell-like abilities in combat. |
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Spell-Like Abilities: At will—blasphemy, comprehend languages, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, hold person, invisibility, pyrotechnics, read magic, see invisible, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 3/day—magic missile; 1/day—fire storm. These abilities are as the spells cast by a 30th-level sorcerer (save DC 20 + spell level). |
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Spells: Yeenoghu casts arcane spells as a 30th-level sorcerer (save DC 20 + spell level) and divine spells as a 30th-level cleric (save DC 18 + spell level). He has access to the domains of Chaos, Evil, and Trickery. |
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Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 30th-level sorcerer (save DC 20 + spell level). |
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Heavy Flail: A creature struck by the flail will be affected by the following. Each is as the spell cast by a 20th-level sorcerer and has a save DC of 20. |
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Confusion (Su): Will save or be affected as though by the spell. |
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Paralysis (Su): Fortitude save or be paralyzed for 2d8 rounds. |
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Summon Demons (Sp): Three times per day Yeenoghu can automatically summon one balor, nalfeshnee, or 1d3 mariliths. |
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Summon Gnolls (Sp): Three times per day, as the Prince of Gnolls, Yeenoghu can summon 5d12 gnolls. |
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Summon Ghouls (Sp): Twice per day Yeenoghu can automatically summon 3d6 ghouls. |
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Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20. |
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Telepathy (Su): Yeenoghu can communicate telepathically with any creature within 100 feet that has a language. |
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Yeenoghu first appeared in the 1e MM (Gary Gygax, 1977). |