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Yeenoghu ‘Prince of Gnolls’


Yeenoghu appears as a huge, Gnoll-like being, towering over 18 feet tall. His body is not only lanky, but also skeletal. Dull, gray, hairless flesh stretches across his cadaverous form tightly, sometimes split to expose yellowish bones and black ichor. His head and torso are decidedly hyena-like, although the fur on his face is a mangy yellow and his eyes a brilliant, haunting white. Bile and blood leak from his perpetually gaping, grinning, sharp tooth maw. A long, dirty mane of yellowish hair runs from the back of his head to the middle of his back. His skeletal hands end in vulture-like talons, and his feet are like the paws of a hyena. The Dread Flail cracks constantly as he swings and shakes it habitually, the heads slamming together.

Originally Posted by Palindrome of the Dicefreaks d20 Community.

On this Thread

One of the best known and most feared Demon Prince, Yeenoghu is the terrible lord of Gnolls and has a significant following with all beings drawn to the blasphemous practice of cannibalism and the devouring of carrion. As such, he is often called the Demon Prince of Ghouls, and it is known that quite a few other Undead that pursue the flesh (rather than the blood) of mortals, pay homage to him. Yeenoghu promotes savagery, butchering, mauling, maiming, and every other act of bloody violence. He particularly favors the destruction of the weak and the helpless, promoting long, lingering deaths for such pathetic creatures. Nature’s only purpose is to exist to be used for cover and sustenance, abused until it is no longer useful. His terrible realm, the Bloody Savannah, is a place with a blood red sky where countless innocent and weak beings are brought to where they are hunted, slaughtered, and devoured only to be defecated from the bodies their murders to repeat the process at a later date. Yeenoghu is the epitome of savage, bloody excess.

Yeenoghu’s background is unclear. Some have suggested that he was once a human king named Tantalus who was punished for serving human meat to the Hellenic Pantheon. Others a Gnoll from some distant, lost world that, through acts of perverse evil even by Gnoll standards, descended into The Abyss and became a powerful Demon Lord. Others tell that Yeenoghu was a Balor Demon servant of the Demiurge, Orcus, who acted as a kind of patron to sentient Ghasts and Ghouls, enticing them to ever more gross acts against the living. Eventually, this Balor broke away from is master and became a Demon Lord of Carrion, adopting the Gnolls into his fold as these beasts, much like the hyenas they resemble, often eat the bodies of the dead. Whatever the truth of his background, Yeenoghu is a monstrous Demon Prince now, a being that engenders great fear in most humanoid and giant races because he encourages the slaughter of the living and the weak so that they may be devoured by the strong. Historically, this perversity has limited his hegemony to Gnolls, but over the centuries, more and more humanoid races have bowed before Yeenoghu.

However, Yeenoghu is known for two things. First, he hates Baphomet, the Demon Prince of the Endless Maze. The nature of this mutual animosity is unknown, although some believe that at one time the two Princes, as lesser Demons, competed for rewards from a former master. In most legends, this former master was Graz’zt (a rumor which draws to question one of the many proposed backgrounds for Yeenoghu). For untold millennia, these two Demon Princes have warred, neither gaining anything in the process except more sacrifices and blood from their worshippers. The hatred between Yeenoghu and Baphomet has infected both Gnolls and minotaurs to the degree that it is rare to find both species existing on the same continent of many Prime worlds. While there is little doubting this first legend, the second one is filled with the typical Abyssal inconsistencies.

Yeenoghu apparently has a legitimate claim to his patronage of Ghouls as he literally owns the soul of a Demonic creature known as the King of Ghouls (Eurynomus, the Corpse Eater). This entity, likely one of the trillion lesser-known Demon Lords, and a weak one at that, is said to be the first Ghoul or the first Ghast, and that to control him allows control of said Undead. Like many things in The Abyss, there are many inconsistencies with the legend of the King of Ghouls (Eurynomus, the Corpse Eater). If any Demonic entity has a ‘right’ to control this King of Ghouls (Eurynomus,the Corpse Eater), it would be the Demiurge, Orcus, Demon Prince of the Undead. Second, why Yeenoghu hasn’t found the means to consume the soul of this King of Ghouls (Eurynomus, the Corpse Eater) and eliminate the possibility of his ‘vassal’ turning against him has never been resolved.


Yeenoghu 'Prince of Gnolls'

Kain’s 5e Monstrous Manual – Page 54 – Dicefreaks

Huge fiend (demon), chaotic evil
Armor Class 21 (natural)
Hit Points 468 (26d12 + 156)
Speed 50 ft.
STR 29 (+9) DEX 16 (+3) CON 23 (+6) INT 17 (+3) WIS 24 (+7) CHA 20 (+5)
Saving Throws Dex +10, Con +15, Wis +14
Skills Athletics +16, Intimidation +19, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages All, telepathy 120 ft.
Treasure Triple flail
Challenge 23 (50,000 XP)
Innate Spellcasting. Yeenoghu’s innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic, telekinesis
3/day each: fear, greater invisibility, teleport
1/day each: shapechange

Legendary Resistance (3/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.

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.

Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack)

  • The attack deals an extra 27 (6d8) bludgeoning damage.
  • The target must succeed on a DC 20 Constitution saving throw or be paralyzed until the start of Yeenoghu’s next turn.
  • The target must succeed on a DC 20 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn.

Flail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 24 (3d8 + 11) bludgeoning damage.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., all targets in reach. Hit: 16 (2d6 + 9) piercing damage. 

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.

Move. Yeenoghu moves up to his speed without provoking opportunity attacks.

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 Yeenohu. If the saving throw fails by 5 or more, the target falls prone.

Summon Gnolls. Yeenoghu summons one of the following: 6d10 gnolls or 2d6 flinds. An equal number of hyenas appear with the gnolls, and an equal number of shoosuvas appear with the flinds. If Yeenoghu uses this ability multiple times, the previous gnolls return from whence they came. 

On initiative count 20 (losing initiative ties), Yeenoghu takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

• Yeenoghu causes an iron spike, 5 feet tall and 1 inch in diameter to burst from the ground, at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.

• Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.

• Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.

The region containing Yeenoghu’s lair is warped by his magic, which creates one or more of the following effects. If Yeenoghu dies, these effects fade over the course of 1d10 days.

• Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.

• Predatory beasts within 6 mils of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.

• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 20 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

Madness of Yeenoghu
A creature that goes mad in Yeenoghu’s lair or within sight of the demon lord gains a character flaw as listed below.

1-20“I get caught up in the flow of anger and try to stoke others around me into forming an angry mob.”
21-40“The flesh of other intelligent creature is delicious!”
41-60“I rail against the laws and customs of civilization, attempting to return to a more primitive time.”
61-80“I hunger for the deaths of others and am constantly starting fights in the hope of seeing bloodshed.”
81-100“I keep trophies from the bodies I have slain, turning them into adornments.”
Demon Prince of Gnolls
Barbarian 20/Blighter 10/druid 5/ranger 5
Huge outsider (Chaotic, Evil, Extraplanar)
Hit Dice34d12 + 20d12 (barbarian) + 10d8 (blighter) + 5d8 (druid) + 5d10 (ranger) (818 hp)
Speed60 ft., Fly 240 ft. (perfect)
Armor Class56, touch 33, flat-footed 50
Base Attack/Grapple+49/+71
Attack+75 Dread Flail or ranged touch +69
Full Attack+75/+70/+65/+60 melee (2d8 +20 +2d6 (chaotic) +1 (vile) +5 (corrupt damage) + Paralysis (Fortitude DC 35) + confusion (Will DC 35)/17-20/x2 2d6 (chaotic) +1 (vile) +10 (corrupt damage) Paralysis (Fortitude DC 35) + confusion (Will DC 35) + 1d6 (Overwhelming Critical), Dread Flail, a +6 gargantuan, chaotic flail), or +58/+53/+48/+43 ranged (ranged attack or spell)
Space/Reach10 ft. by 10 ft./15 ft.
Special AttacksAbyssal Fury, burning hands (1d4 damage), Cackle, call tanar’ri, Carrion Lust, contagious touch (3/day), Corrupting
Presence, deforestation (Fortitude DC 27), spell-like abilities, plague, unbond (Will DC 27)
Special Qualitiesanimal companion, animate dead animal, damage reduction, 50/+8 or 4/-, Demon Prince Qualities, Divine Interloper, Empowering Presence, fast movement, favored enemy (Humans), favored enemy (minotaurs), mighty greater rage (+8 Strength, +6 Constitution, +4 morale bonus to Will saves, -2 AC), nature sense, Ravaged Forma, resist nature’s lure, Scent, Scent of Blood, speak with dead animal, Spell Resistance 67, Tanar’ri Traits, trackless step, uncanny dodge (Dexterity bonus to AC, can’t be flanked, +4 vs. traps), undead wild shape (5/day, Large, incorporeal, Huge), wild shape 1/day
SavesFort +39, Ref +45, Will +46
AbilitiesStrength 38, Dexterity 21, Constitution – , Intelligence 26, Wisdom 24, Chr 22.
SkillsAnimal Empathy +36, Bluff +23, Climb +37, Concentration +64, Diplomacy +53, Hide +42, Intimidate +50, Intuit Direction +66, Jump +57, Knowledge (The Abyss) +26, Knowledge (nature) +37, Knowledge (religion) +40, Listen +76, Move Silently +54, Scry +37, Search +47, Sense Motive +42, Spellcraft +45, Spot +59, Swim +39, Wilderness Lore +71.
FeatsCleaveCombat ExpertiseGreat CleaveImproved Critical (Flail), Improved InitiativeImproved TripImproved
Two-Weapon Fighting
, Instantaneous Rage, Intimidating RageMobilityPower AttackSpring AttackSunderTrackVile Martial Strike (Flail), Vile Natural Strike, Weapon Focus (Flail)
Epic FeatsBlinding Speed (2), Epic Weapon Focus (Flail), Mighty RageOverwhelming Critical (Flail)
EnvironmentThe Bloody Savannah
Challenge Rating55
TreasureDread Flail
AlignmentChaotic Evil
Level Adjustment

Abyssal Fury (Ex): Yeenoghu’s physical presence is so disgusting that is causes lesser creatures to succumb to his hate and need to spread destruction and terror. All creatures within 60 feet of Yeenoghu must succeed in a Will save 33. Those who succumb to Yeenoghu’s gross presence suffer one of the two following effects:

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture by Yeenoghu makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Madness: Yeenoghu’s physical presence the grotesque evil incarnate in his being drives lesser beings insane per the insanity spell. The being remains stuck in a state of madness for one day for every point by which she failed the saving throw, after which time the victim is allowed another save. The madness exists until the victim successfully saves or the appropriate spells are cast by a 21st level being to purge the insanity effect.

Yeenoghu can make his servants, ‘worshippers,’ beings of Chaotic Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Yeenoghu dismisses it. However, Yeenoghu cannot determine which effect takes place; there is a 50% chance each time Abyssal Fury is used that one or the other effect will impact near by victims.

Demigods and higher ranked divine beings are immune to Yeenoghu’s Abyssal Fury.

Cackle (Su): The terrible Demon Prince of Gnolls relishes murder and slaughter, and likes to announce the impending doom of those unfortunate enough to be on his list of intended victims with a wild Cackle. This shrieking laugh, not unlike that of a maddened hyena, echoes unnaturally, and is so horrid to the ears and the soul that to hear it can frighten a person to death. 3/day, Yeenoghu can Cackle, forcing all within 1190 feet to succeed in a Fortitude save DC 35 or die instantly, their bodies falling apart into stinking heaps of rent flesh and bone. Beings killed in this fashion are doomed to rise within 1d8 rounds as Ghouls if they had fewer than 15 HD or levels, while those with 15 or more HD or levels rise as Ghasts; either curse can be overcome with a consecrate, hallow, limited wish, miracle, or wish cast before the duration ends. Beings with 20 or fewer HD or levels that succeed in saving against Yeenoghu’s Cackle still suffer either deafness or fear (50% of either) cast by a 40th level sorcerer for 1d8 rounds. Yeenoghu can, but usually does not, select which beings are unaffected by his Cackle.

Carrion Lust (Su): Yeenoghu can force lesser beings to succumb to the cannibalistic savagery he represents. 3/day, Yeenoghu can incite Carrion Lust to all beings within 60 feet if they fail a Will saving throw DC 33. Those affected by this loathsome effect are overcome with the lust for consuming the flesh of the dead sentient and preferably humanoid creatures. The more recent the death, the better. When used in combat, victims immediately seek out the fallen bodies of those nearest them to the exclusion of all other activities, including the bodies of fallen allies and friends. The affected victim will seek to consume the entire body as quickly as possible and then seek out the next body. Assume that a Small creature takes 10 rounds of active gorging, and each additional size increase an additional 3 rounds. Every 8 rounds, the victim can make an additional saving throw, each subsequent save gaining a -1 penalty to the victim, to cast off the effect. After three days, victims transform into Ghouls or Ghasts controlled by Yeenoghu as described in Cackle. Those that manage to save after consuming the flesh of a sentient creature must atone for their actions in order to maintain their good or neutral alignment (particularly in the case for good clerics and paladins).

Call Tanar’ri (Sp): Twice per day, Yeenoghu may call Demons. Like most Demon Princes, Yeenoghu is under no special restriction for calling any kind of Demon. Still, Yeenoghu tends to only call the vulture-like Vrocks, bringing in 6 of these terrible Demons at a time.

Corrupting Presence (Su): So heinous is Yeenoghu’s presence that he may corrupt an entire area with but a thought. Once per day as a standard action, Yeenoghu may unhallow an area equal to 1190 feet. Yeenoghu can apply the following spells to the unhallow effect (some of which are not listed as part of the unhallow spell): bane, bestow curse, Contagion, deeper darkness, dispel magic, silence.
In most situations, Yeenoghu will select bane.

The forces of righteousness disgust Yeenoghu, who finds goodness and holiness repellent enough to give him pause. As a result, Yeenoghu avoids hallowed ground. If Yeenoghu finds it necessary to enter a hallowed site, he must make a Will DC save equal to 40 + the divine rank of the represented god + the god’s Charisma modifier; Yeenoghu cannot use his Spell Resistance to overcome this effect. If Yeenoghu succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once Yeenoghu breaches holy ground, the god in question is immediately alerted to his presence and will often (DM’s discretion) send a proxy or an avatar to deal with the intrusion.

Demon Prince Qualities: Yeenoghu is immune to electricity and poison, and possesses acid and fire resistance 20; telepathic communication with any creature within 100 feet; Yeenoghu constantly detects good, detects magic, and sees invisibility as a 31st level sorcerer; he possesses immunity to polymorphing, petrification, or any other attack to alter his form. Yeenoghu is not subject to energy drain, ability drain, or ability damage; he is also immune to mind-affecting effects. Yeenoghu can sense anything within one mile around the mentioning of his name, titles, or an item of importance to him. This power is barred from places associated with gods of goodness or the personal redoubts of Demiurges. Yeenoghu is immortal and cannot die from natural causes; he does not age, and does not need to eat, sleep, or breathe.

Divine Interloper (Ex): Worshippers of Yeenoghu are called Savagers, and their ranks are dominated by Gnolls. Unlike most Demon Princes, Yeenoghu actually has found the means to grant spells to Gnoll clerics‘ or so he claims. However, in Human, Halfling, and other demihuman populations where Yeenoghu worship is prevalent, most of his servants are rangers or Blighters. Yeenoghu has the ability to grant access to spells from three

Domains: Bestial, Cannibalism, and Hunger. Savagers may select one Domain and forever gain the ability to cast spells from that list once per day. A Savager has the ability to cast a Domain spell based upon his Hit Dice or levels. Every three Hit Dice or class levels grants access to an additional Domain level; worshippers cast spells as clerics of their current level. Savagers do not gain access to Domain powers. Due to their immense evil, Savagers radiate as clerics during detect evil attempts.

Scent of Blood (Ex): Once Yeenoghu tastes or smells the blood of his victims, he can remember it and Track the victim effortlessly over the Planes. Yeenoghu knows the location and general health and power of his quarry, although he may be limited in his ability to pursue them. No manner of hiding or scry prevention can overcome this effect. However, Yeenoghu can only keep track of 8 beings over the course of 8 years. If he chooses another being beyond the eighth, he randomly loses the ability to Track one previous Scent.

These abilities are as spells cast by a 40th level sorcerer (save DC 16 + spell level).

Summon Ghouls and Ghasts (Sp): Once per day, Yeenoghu may summon up to 25 Ghouls and 13 Ghasts. He does not need to summon all of these Undead at once. These beings obey the Demon Prince of Ghouls unquestioningly.

Summon Gnolls (Sp): Once per day, Yeenoghu may summon up to 5 8th level Gnoll barbarians. He does not need to summon all of these Gnolls at once. These creatures obey the Demon Prince of Gnolls unquestioningly.

  • Ravaged Form – Carrion Stench (Ex): Yeenoghu’s desiccated body is enveloped by the offensive stench of rotting flesh. All within 10 feet of the Demon Prince of Gnolls may Fortitude save DC 33 or succumb to nausea, suffering a -8 penalty to attack, initiative, and saving throws. So long as the victim is in the radius, he suffers the effect continuously once he fails the saving throw, although those that do save must make an additional save at the beginning of each round. Once a victim leaves the stench’s radius, he regains lost values at the rate of 1 per round.
  • Ravaged Form – Emaciated (Ex): Although of giant size, Yeenoghu’s body is cadaverous. Yeenoghu’s emaciated form resists slashing and piercing
    weapons, which only cause half damage upon successfully connecting with the Demon Prince and penetrating his damage reduction.
  • Ravaged Form – Emaciated (Ex): As befits his affiliation with Ghouls, Yeenoghu possess Undead Traits. Yeenoghu is immune to sleep, 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, or death from massive damage.
  • Ravaged Form – Magical Power Astral Sight (Ex): Yeenoghu’s senses are honed to a degree surpassing that of most beings. Yeenoghu can see beings existing in the Astral Plane, although he cannot affect them.
  • Ravaged Form – Magical Power Ethereal Sight (Ex): Yeenoghu’s senses are honed to a degree surpassing that of most beings. Yeenoghu can see beings existing in the Ethereal Plane, although he cannot affect them.
  • Ravaged Form – Slender Build (Ex): In addition to possessing a skeletal body, Yeenoghu is also extraordinarily lanky and thin.

Skills: Yeenoghu receives a +8 racial bonus to Listen and Spot checks.

Blighter spells per day: 6/8/7/7/4/3/3; base DC 17 + spell level. Caster level 10.

druid spells per day: 5/5/4/3; base DC 17 + spell level. Caster level 5. It is unclear how Yeenoghu managed to gain levels in the druid class, although it’s not unlikely that he gained these powers from The Abyss itself.

ranger spells per day: 2; base DC 17 + spell level. Caster level 5.

Dread Flail

Serving as both his sole weapon and his personal symbol, Yeenoghu’s Dread Flail, a minor artifact, is a seemingly brittle device. The weapon’s shaft is made from a giant femur, while the heads, apparently made from shattered human skullcaps embedded with sharpened pieces of bone, hang from rusted chain links. All three heads are engraved with foul, Abyssal symbols that empower them. When Yeenoghu strikes with the Dread Flail, there is a separate roll for each flail head, each dealing 2d8+20+2d6 (chaotic)+1(vile) damage. The first flail strikes for an additional 5 points of damage, the second flail requires a Fortitude save DC 35 to avoid Paralysis, and the third flail requires a Will save DC 35 to avoid confusion. Both magical effects behave as if cast by a 40th level sorcerer and last for 1d8 rounds. Subsequent hits are cumulative in regards to duration, stacking with previous duration rolls; likewise, it’s possible to both paralyzed and confused, although these durations do not stack. Although the additional 5 points of damage doubles on a successful critical hit, there are no additional adverse effects for either the Paralysis or confusion.

Possessions: Yeenoghu always carries Dread Flail. Generally speaking, Yeenoghu doesn’t bother with carrying additional equipment, believing that such things are for the weak. However, it is known that Yeenoghu has access to a wide array of magical weapons and devices. Every weapon listed in the Dungeon Master’s Guide or any other resource allowed by the DM can be acquired by Yeenoghu so long as it is not of good alignment. He is also 50% likely to have access to wondrous items that cause harm to mortals or to nature.

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