Yezzogaunt (5e Creature)

Yezzogaunt

Huge aberration, neutral


Armor Class 16 (natural armour)
Hit Points 207 (18d12 + 90)
Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 14 (+2) 12 (+1) 15 (+2)

Saving Throws Int +7
Skills Perception +6
Condition Immunities prone
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Common, Deep Speech, Undercommon, and any four others
Challenge 13 (10,000 XP)


Innate Spellcasting. The yezzogaunt's innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells innately, requiring only verbal components:

At will: darkness, fog cloud, minor illusion

Seven Heads. The yezzogaunt has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

ACTIONS

Multiattack. The yezzogaunt makes seven bite attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) piercing damage.


A yezzogaunt is an otherworldly horror with many thousands of tendrils of varying length hanging from its body, the majority of which are minuscule but some are long enough for the yezzogaunt to use to manipulate its environment, much like a humanoid's arms. The seven largest and longest of these tendrils end in large, arrowhead-shaped heads with gaping maws and a single eye at the top. If one of the seven longest tendrils is severed, another grows to take its place almost instantaneously. Yezzogaunts are thought by many to be vile and idiotic, but they are actually keenly intellectual creatures that value cleanliness and punctuality.
Usually solitary, yezzogaunts only gather in significant numbers when they breed, which they do by eating tendrils from other yezzogaunts. The tendril matures within the gullet of its "parent" over the course of ten months, after which it is expelled and is usually kept around by its parent for a few more months until it is large enough to hunt on its own, upon which time it leaves its parent to found its own lair.

Intelligent and Greedy. A yezzogaunt cares chiefly for what and how often it eats, as in yezzogaunt society, status is granted to the largest and strongest specimens that eat the highest-quality foods. As such, a yezzogaunt might kidnap a chef from a nearby settlement, or gather a group of servitors to steal food from aristocrats and wealthy merchants. However, every yezzogaunt has a keen mind, and so it forms complex strategies revolving around the acquisition of food.
Some humanoids willingly enter into agreements with yezzogaunts to supply them with food, as a yezzogaunt is not inherently malicious and prefers an easy meal and will handsomely compensate a skilled cook. There are even stories of distant villages that trade food for a yezzogaunt's protection.
Yezzogaunts also value treasure, though most of a yezzogaunt's hoard is incidental from what it has acquired in the pursuit of food.


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gollark: Does your soul do anything? Do you need it? Can you even detect it?
gollark: Well, what's so bad about partial soul loss? What does it actually *do*?
gollark: We can initiate chakra harvesting too?
gollark: Clearly you're just stuck in the past.
gollark: https://media.discordapp.net/attachments/461970193728667648/779801370340360262/unknown.png
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