Yangethe | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Yangethe

Huge aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 138 12d12+60
Speed 40ft

STR
23 +6
DEX
8 -1
CON
21 +5
INT
12 +1
WIS
16 +3
CHA
12 +1

Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Damage Immunities cold
Condition Immunities frightened
Senses passive Perception 13
Languages Aklo; telepathy 60 ft.
Challenge 9 (5,000 XP)

Innate Spellcasting (Psionics). The yangethe’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: Darkness, Telekinesis, tree shape

1/day: Suggestion   1/year—interplanetary teleport (self plus 50 lbs. of objects only)

3/day: Fear, quickened True Strike (can cast this spell as a bonus action)


False Appearance. While the yangethe remains motionless, it is indistinguishable from a normal tree.
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The yangethe makes two slam attacks.   Tentacles. Melee Weapon Attack: +10 to hit 1d20+10 , reach 15 ft., one creature. Hit: 15 (2d10 + 4) 2d10+4 piercing damage. If the target is Large or smaller, it is grappled (escape DC 15)   Feeding Tentacles. Melee Weapon Attack: +10 to hit 1d20+10 , reach 5 ft., one humanoid grappled by the yangethe. Hit: The feeding tentacles siphon away the victim’s emotions and deals 1 level of exhaustion. The yangethe heals 10 points of damage for each level of exhaustion it inflicts in this manner. As long as a creature continues to suffer this drain, each time it attempts to sleep it is affected by a nightmare spell, experiencing terrifying dreams in which it relives the feeling of being fed upon over and over.   Psychic Blast (Recharge 5-6). The yangethe psioncily manifests psychic energy in a 60-foot cone. Each non-yangethe in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) 4d8+4 psychic damage and be confused for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature is reduced to zero hit-points by this attack they fall asleep and cannot wake until they heal of any exhaustion drain and have a hit point total above 0.


 

This six-eyed horror looks something like a dead tree with claws, tentacles, spidery legs, and a mouth bulging with tentacles.


Created by

solomani.

Statblock Type

Monster / Creature

Link/Embed