Yllth (5e Creature)
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Yllth
Gargantuan aberration, neutral evil Armor Class 15 (natural armor)
Saving Throws Strength +9, Constitution +10, Charisma +0 Curse of Gluttony. Whenever Yllth ends its turn without having eaten at least 2 pounds of organic matter, it must succeed on a DC 16 Constitution saving throw or gain a level of exhaustion and immediately begin starving. If it eats at least 2 pounds of organic matter, Yllth loses 1 level of exhaustion and is no longer starving. Keen Smell. Yllth has advantage on Wisdom (Perception) checks that rely on smell. Power of Gluttony. When not starving, Yllth is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and has resistance to all other damage. ACTIONSMultiattack. The Yllth uses its Gaze Attack twice. It then makes three attacks, one with its bite and two with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 36 (5d12 + 4) piercing damage. On a critical hit, the target takes an additional 9 (2d8) acid damage. Claw. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) slashing damage. Gaze Attack. The Yllth makes one of the following gaze attacks: Gaze of Pestilence. Ranged Spell Attack: +4 to hit, range 50/75 ft., one target. Hit: 11 (2d10) psychic damage, and the target must succeed on a DC 22 Constitution save or gain 2 levels of exhaustion. Gaze of Telepathy. Ranged Spell Attack: +4 to hit, range 60/90 ft., one target. Hit: 11 (2d10) psychic damage, and the target must succeed on a DC 20 dexterity save or be paralyzed for 1 minute. Yllth can move a creature paralyzed this way up to 30 feet in any direction as a bonus action, and the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Gaze of Corruption. Ranged Spell Attack: +4 to hit, range 10/20 ft., one target. Hit: 11 (2d10) psychic damage, and the target must succeed on a DC 23 Charisma saving throw or become charmed for 10 minutes. At the end of each of its turns, the target must repeat the saving throw; after three failed saves, the creature is permanently charmed. A creature charmed in this manner has no will of its own and does as Yllth commands; when not instructed, they will only attempt to defend themselves and bring food to Yllth. This can only be reversed by the spell greater restoration.
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The Yllth used to be a king, centuries ago. He was incredibly greedy, and would leave only a few grains of wheat to the townspeople. One day, an unknown being came and cursed him for his greed, contorting him into a hideous perversion of his past self. Over the centuries, what little humanity he had slowly eroded away, leaving only his glutton and vice behind. Yllth is a large mass of flesh with two large spindly claws and a gaping maw lined with hundreds of teeth. It is too heavy to move, and its legs have been absorbed into its body. It has three metallic-looking reptilian eyes, each one having a different magical power. The Yllth has a large cult following and feeding it, some fearful, some faithful, and some corrupted by its awful gaze. It carries on its old legacy by feasting lushly, exploiting power and taking slaves. |
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