Armor Class 20 (natural armor)
Hit Points 333 (23d12 + 184)
Speed 50 ft.
Saving Throws DEX +10, CON +15, WIS +14
Skills Intimidation +9, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison, [object Object]
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 24
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.
Multiattack. Yeenoghu makes three Flail attacks.
Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) force damage. If it's his turn, Yeenoghu can cause the target to suffer one of the following additional effects, each of which he can apply only once per turn
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) acid damage.
Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack, he moves up to half his speed and makes one Bite attack.
Charge. Yeenoghu moves up to his speed.
Swat Away. Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target is also knocked prone.
Savage (Costs 2 Actions). Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.
Mordenkainen Presents: Monsters of the Multiverse, p. 270