YEENOGHU, DEMON PRINCE OF GNOLLS

from Book of Vile Darkness

Large Outsider (Chaotic, Evil)

Hit Dice: 33d8+363 (511 hp)

Initiative: +13

Speed: 40 ft.

AC: 42 (-1 size, +9 Dex, +6 insight, +18 natural), touch 24, flat-footed 33

Attacks: Huge +5 triple flail +51/+46/+41/+16 melee

Damage: Huge 45 triple flail 1d12+24/19-20 (for each of ld3 heads)

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Attacks: Spell-like abilities

Special Qualities: DR 15/+6, fast healing 5, outsider traits, scent, see invisibility, SR 32, summon ghouls, summon gnolls, summon tanar'ri, tanar'ri traits

Saves: Fort +29, Ref +27, Will +25

Abilities: Str 37, Dex 28, Con 32, Int 26, Wis 25, Cha 25

Skills: Animal Empathy +24, Balance +46, Climb +36, Concentration +44, Diplomacy +11, Escape Artist +42, Handle Animal +28, Hide +38, Intimidate +40. Intuit Direction +40, Jump +50, Knowledge (nature) +41, Listen +40, Move Silently +42, Ride (dire horse) +11, Search +27, Sense Motive +40, Spot +40, Tumble +46, Wilderness Lore +26

Feats: Cleave, Dark Speech, Dodge, Great Cleave, Improved Initiative, Power Attack, Sunder, Track, Weapon Focus (triple flail)

Climate/Terrain: Any land and underground

Organization: Solitary-

Challenge Rating: 22

Treasure: Quadruple standard

Alignment: Chaotic evil

Advancement: -

 

It may be that Yeenoghu was once a mortal gnoll. Or it may be that, as a bestial and savage demon, he simply saw a kinship with the gnolls. In any event, this demon prince considers himself the patron of gnolls, and indeed many gnolls do pay him homage.

Yeenoghu is very powerful, but not in the same league as Demogorgon or Orcus in terms of personal power or in influence and armies. Yeenoghu does control a layer of the Abyss, which he creatively calls Yeenoghus Realm. There, he hunts lesser demons and other creatures while he plots his next attacks against layers with weak rulers in hopes of conquest.

One success that Yeenoghu achieved long ago was his subjugation of the demonic entity that calls himself the King of the Ghouls. Once a vassal of Orcus, the King of the Ghouls controlled his own minor layer of the Abyss. Yeenoghus gnoll horde invaded and conquered that layer and its ruler. The King of the Ghouls swore fealty to Yeenoghu and pays homage to him even to this day. The Abyssal layer, however, was lost to Yeenoghu because he did not command an army vast enough to defend both it and the layer he already occupied. The King of the Ghouls rules they're again, but he is a vassal of Yeenoghu now rather than a minion of Orcus. So far, Orcus's attention has been elsewhere, and he has not acted against the Prince of Gnolls.

Yeenoghu appears as a massive, gaunt gnoll 12 feet in height. Yellow fur appears in mangy patches on his body, with pale gray flesh showing where the fur is absent. His amber-colored eyes are large and protruding.

Yeenoghu's symbol is a triple-headed flail.

Combat

Bestial and straightforward, Yeenoghu is likely to charge into melee growling and screaming epithets before doing anything more subtle. He usually prepares for battle with a bull's strength spell as well as unholy aura. Thus, his Strength is usually even higher than that given above (and thus his attack and damage bonuses are also higher), and his AC and Saving Throws all have a +4 bonus against good characters.

Spell-Like Abilities: At will - blasphemy, bull's strength, deeper darkness, desecrate, detect good, detect law, detect thoughts, greater dispelling, greater magic fang, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight; 1/day-shapechange, spread of savagery. Caster level 20th; save DC 17 + spell level.

Fast Healing (Ex): Yeenoghu regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Yeenoghu to regrow or reattach lost body parts.

Outsider Traits: Yeenoghu has darkvision (60-foot range). He cannot be raised or resurrected.

Scent (Ex): Yeenoghu can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

See Invisibility (Su): Invisible creatures and objects are always visible to Yeenoghu, as if he constantly had a see invisibility spell (caster level 20th) active.

Summon Ghouls (Sp): Once per day, Yeenoghu can automatically summon 1d6+6 ghouls. These special ghouls have maximum hit points and a +5 profane bonus on their turn resistance, AC, and attack and damage rolls.

Summon Gnolls (Sp); Once per day, Yeenoghu can automatically summon 1ld6 gnolls or 3d4 5th-level gnoll

Summon Tanar'ri (Sp): Once per day Yeenoghu can automatically summon ld2+l vrocks.

Thus, his Strength is usually even higher than that given above (and thus his attack and damage bonuses ore also higher), and his AC and saving throws all have a +4 bonus against good characters.

Spell-Like Abilities: At will- blasphemy, bull's strength, deeper darkness, desecrate, detect good, detect law, detect thoughts,

Tanar'ri Traits: Yeenoghu can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison, and he has acid resistance 20, cold resistance 20, and fire resistance 20.

Possessions: Yeenoghu wields a Huge +5 triple flail. This is a unique exotic weapon. Each rime a hit is scored, roll ld3 to see how many of the heads hit the target. Each head deals ldl2+24 points of damage. If more than one head hits the same target, the victim must make a fortitude save (DC 17) or be paralyzed for 2d6 rounds. If all three hit, the target must also make a Will save (DC 17) or be confused for 10 rounds.

The Goals of Yeenoghu

Yeenoghu knows that he does not have the power of Demogorgon or Orcus. Thus, for now he is content with the subjugation of lesser demons and entities.

Yeenoghu would like to see his favored people, the gnolls, prosper. When he can, Yeenoghu acts on their behalf, but his attention is not steadfast. More generally, Yeenoghu favors the spread of savagery and barbarism ewer the spread of civilization. When he sends his gnoll host to attack and conquer foes in the Abyss, it is his intention to always strike at cities first and cast them down in burning ruin. Even it Yeenoghu were to subjugate another entire layer, he would not rebuild the cities.

The Servants of Yeenoghu

Yeenoghu always has sixty-six gnolls with maximum hit points in his retinue, but this honor guard is mostly for show. His Claw of Fury is a group of thirteen gnoll fighters, each of them 10th level.

Gnoll Fighters (13): Male and female gnoll Ftr 10; CR 11; Medium-size humanoid; HD 2d8+6 plus 10d10+30; hp 106; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Atk +20/+15/+10 melee (ld10+13/x3, +2 halberd), or +14/+9/+4 ranged (ld6+2/X3, +1 shortbow with +1 arrows); SQ darkvision 60 ft.; AL LE; SV Fort +13, Ref +4, Will +4; Sir 22, Dex 12, Con 16, Int 9, Wis 12, Cha 9.

Skills and Feats: Hide +2, Jump +14, Listen +4, Sense Motive +2, Spot +4; Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Unarmed Strike, Point Blank Shot, Power Attack, Skill Focus (Jump), Track, Weapon Focus (halberd). Weapon Specialization (halberd),

Possessions; +2 studded leather armor, +2 halberd, +1 shortbow, 20 + 1 arrows.

The King of Ghouls: Male unique fiendish ghoul; CR 10; Large undead, HD 18d12; hp 117; Init +4; Spd 30 ft.; AC 15, touch 13, flat-footed 11; Atk +12 melee (ld8+5 plus paralysis, bite) and +11 melee (ld6+2 plus paralysis, 2 claws); Face/Reach 5 ft. by 5 ft/10 ft.; SA paralysis, smite good 1/day; SQ cold resistance 20, create spawn, DR 10/+3, fire resistance 20, SR 25, turn resistance +6, undead traits; AL CE; SV Fort +6, Ref+10, Will +15;Str21, Dex 18,Con-, Int 18,Wis 18,Cha 18.

Skills and Feats: Climb +10, Diplomacy +6, Escape Artist +9, Hide +8, Intimidate +9, Intuit Direction +5, Jump +10, Knowledge (the planes) +9, Listen +l4, Move Silently +14, Search +13, Sense Motive +9, Spot +9; Combat Reflexes, Dodge, Expertise, Improved Disarm, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Finesse (bite).

Paralysis (Ex): Anyone hit by the bite or claw attack of the King of Ghouls must succeed at a Fortitude save (DC 23) or be paralyzed for ld6+2 minutes. Elves are immune to this paralysis.

Smite Good (Su): Once per day, the King of Ghouls can make a normal attack to deal + 18 points of additional damage against a good foe.

Create Spawn (Su): In most cases, the King of Ghouls devours his victims. From time to rime, however, the bodies of his humanoid victims lie where they fell, to rise as ghouls in ld4 days. Casting protection from evil on a body before the end of that time averts the transformation.

Turn Resistance (Ex): The King of Ghouls is treated as an undead with 24 Hit Dice for the purpose of turn, rebuke, command, and bolster attempts.

Undead Traits: The King of Ghouls is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. He is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. The King of Ghouls cannot be raised, and resurrection works only if he is willing. The King of Ghouls has darkvision (60-foot range).

Possessions: +2 breastplate, ring of invisibility.