YEENOGHU Huge fiend (demon), chaotic evil; Challenge 24 (62,000 XP)
Armor Class 25 (natural armor); Hit Points 720 (24d12 + 192 x 1.5 PC multiplier); Speed 50ft.
STR 29 (+9) DEX 16 (+3) CON 26 (+8) INT 16 (+3) WIS 24 {+7) CHA 16 (+3)
Saving Throws Str +16, Dex +10, Con +15, Int +10, Wis +14, CHA +10
Skills Intimidation +17, Perception +21, Athletics +16, Survival +21.
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing.
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned.
Senses truesight 400 ft., passive Perception 31
Languages all, telepathy sight range
Innate Spellcasting. Yeenoghu’s spellcasting ability is Charisma (spell save DC 18, +10 spell attack). He can innately cast the following spells, requiring no material components.
At will as free action: detect magic.
At will as bonus action: dispel magic, fear, invisibility, Spiritual weapon (8th level spell, 4d8+3 force damage on a hit).
At will as action: teleport.
Legendary Resistance (5/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects.
Magic Weapons. Yeenoghu’s weapon attacks are magical. His flail acts as a +3 weapon.
Demon Lord Magic Immunity: Baphomet is immune to the additional effects besides damage of spells below 3rd level regardless of how the spell gains the additional ability. For example, he is immune to the knockback of eldritch blast with the Repelling Blast invocation.
Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.
ACTIONS
Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice:
1. The attack deals an extra 13 (2d12) bludgeoning damage.
2. The target must succeed at a DC 22 Constitution saving throw or be paralyzed until the start of Yeenoghu’s next turn (save is Wisdom based).
3. The target must succeed at a DC 22 Wisdom saving throw or be affected by a confusion spell until the start of Yeenoghu’s next turn (save is Wisdom based).
Flail. Melee Weapon Attack: + 19 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage.
Bite. Melee Weapon Attack: + 16 to hit, reach 10ft., one target. Hit: 31 (4d10 + 9) piercing damage.
Endless Horde: Yeenoghu is constantly followed by a pack of gnolls and ghouls in near limitless number. The party would have to kill a thousand of them to destroy the pack that follow Yeenoghu. 1d6 gnolls and ghouls randomly attack each enemy that fights Yeenoghu, sometimes doing little more than providing their lord with an advantage in battle. They are enraged and gain advantage on all attacks. The DM should feel free to include more powerful gnolls or ghasts. Yeenoghu moves faster than his pack, so he may outdistance them in some battles. They are rarely more than a few hundred feet behind their lord. They feast upon any enemies Yeenoghu fells unless he orders them otherwise.
LEGENDARY ACTIONS
Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn.
Flail Attack. Yeenoghu makes a melee attack with his flail.
Charge. Yeenoghu moves up to his speed.
Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.
Cast spell: He can cast a spell as a Legendary Action.
Savage (2 actions): Yeenoghu makes a bite attack against each creature with 10 feet of him.
Reaction: As a reaction to an attack that hits him, he can make a bite attack against that target.
LAIR ACTIONS: Same as book.
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DM Notes: The hit point multiplier is based on number of party members over four. Not sure if I explained this earlier. The common design of monsters puts their hit point number at a level that is suitable for four the offense of four PCs. Each additional PC would require an additional 25% hit point increase to account for their offensive output.
Demon Lord Hit Points: I give demon lords maximum hit points from hit die given they are the most powerful, perfect members of their species.
Why dispel magic as a bonus action? Enhancement spells like bless or shield of faith provide a substantial advantage in combat. It is important that powerful creatures have the capacity to dispel such enhancements even if they are not capable of striking the individual causing concentration checks. This is often accomplished by adding spellcasting support to NPC encounters. I feel for singularly powerful creatures like a demon lord, it is a better cinematic effect to have them dispel spells as though their will is strong enough to break protective magics. Having this done as a bonus action allows them to maintain strong action economy against a PC party as well as demonstrating their immense power by having them break common magics with relative ease. Cinematically, this would be like a flash of their eyes or the utterance of a word or a simple act of will requiring no physical manifestation. It accomplishes the same function as having a spell support character that counters very powerful magic, but does so in a fashion that doesn't lessen the powerful feel singularly powerful creatures like demons should project.