I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!
When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required to allow for invoke patron results. I am therefore doing the demon princes (one per post), other demons, archdevils (one per post), then other devils.
I have never used Yeenoghu, or even really given him much thought outside of a background detail when gnolls were encountered, but doing this conversion I realize that this was very much a mistake. While having demon lords appear is adventures was definitely only for the high-of-level, and I think Yeenoghu would have given a hard time to the level 14-16 PCs I sometimes ran games for back in the day, the description of Demon Lord of Gnolls is far more flavorful than I remembered. Evil human cultists with gnoll allies would have made for a good campaign addition!
Yeeoghu (Demon
Lord of Gnolls): Init +15; Atk triple flail +20 melee (3d18 plus
paralysis and confusion) or unarmed strike +20 melee (3d6) or tail bite +20
melee (2d4 plus venom) or spell; AC 25; HD 21d12 (120 hp); MV 40’; Act 1d20; SP
demon traits, triple flail, paralysis, confusion, charming speech, entourage,
summoning, spells; SV Fort +15, Ref +18, Will +17; AL C.
Spells (+20 to spell check): Charm person, darkness, demon summoning, detect invisible, detect magic, dispel magic, fly, invisibility, magic missile, paralysis, phantasm, and scare.
Demon traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.
The cadaverously thin Demon Lord of Gnolls appears as a 12-foot-tall grey humanoid hyena with large amber eyes glowing with lambent inner fire. Yeenoghu’s skin is smooth and hairless except for a mangy crest of putrid yellow from his head to his mid-back. He always surrounds himself with an entourage of 66 gnolls with 2 Hit Dice (and no fewer than 14 hp) each. He can summon 6d12 normal gnolls at will, which arrive after 1d5 rounds. As Yeenoghu receives homage from the King of Ghouls, he can similarly summon 1d12+5 ghouls as desired. Doing either requires his action for that round.
Yeenoghu carries a seven-foot-long flail, with three chains of adamantite, each bearing a spiked ball. Although this dreaded weapon only requires one action die for the demon lord to use, when used it makes three attack rolls against the same target. If only one hits, it does 3d18 damage. If two hit, in addition to the damage, living targets must succeed in a DC 23 Fortitude save or be paralyzed for 1d6 minutes. If all three attack rolls succeed, the victim must also succeed in a DC 23 Will save or become confused, with all of their actions targeting random creatures (including potentially allies) for the next 2d5 rounds….although this is unlikely to have a noticeable effect if the victim is also paralyzed.
Yeenoghu speaks all giant and humanoid languages as well as the common tongue, and those who speak with him for a minute or longer must succeed in a DC 15 Will save or be charmed (as charm person spell check result 14-17, except that multiple creatures can be affected; the judge is encouraged to time role-playing for this purpose).
In order to bond with Yeenoghu, a caster must dwell among gnolls during the ceremony to cast patron bond. Finding and befriending a pack of gnolls who will tolerate and protect the caster during their time of arduous vulnerability is the first test the Demon Lord of Gnolls demands of those who would serve him!
Yeenoghu and Flinds: The Fiend Folio introduced flinds as leaders of gnolls – tougher versions of the same creature, which I converted in this blog post. Frankly, the illustration makes them appear less hyena-like, and the use of flind-bars (a kind of modified nunchaku) make them seem less feral and more civilized than the gnolls.
Do flinds worship and serve Yeenoghu? I am thinking that some few do, but most do not, and that those who do are thinner and hungrier than most of their kin. One can easily see how schisms in gnoll tribes might exist between those who serve the demon lord and those who follow the flinds – which at least can be seen, touched, and eaten. One might even see how adventurers could make use of such a schism….or become embroiled in an adventure when differing gnoll factions try to prove their superiority against nearby human settlements.
Invoke Patron check results:
12-13 Insatiable hunger grips the caster, granting them a bite attack (1d4 damage) for the next 2d8 rounds.
14-17 As 12-13, above, but Yeenoghu grants the caster the ability to steal life force with their bite. Every point of bite damage heals a like amount of damage to the caster, although potential healing beyond the caster’s maximum hit points are lost. Allies can willingly allow themselves to be bitten, but the caster cannot control the amount of damage done.
18-19 Either 1d3 + CL hyenas or CL hyenadons (equal chance of each) immediately appear and attack the caster’s foes. They last for 2d6 + CL rounds in either event, before fading back into the ether. Statistics from the Cyclopedia of Common Animals.
Hyena: Init +3; Atk bite +1 melee (1d4); AC 10; HD 1d8; MV 40’; Act 1d20; SV Fort +3, Ref +3, Will +0; AL N.
Hyenadon: Init +4; Atk bite +2 melee (1d5); AC 10; HD 2d8; MV 40’; Act 1d20; SP grip and drag; SV Fort +3, Ref +1, Will +2; AL N.
A hyaenodon is a prehistoric wolf-like creature, predator and scavenger standing 4’ tall at the shoulder, with enormously powerful jaws and neck muscles. If a hyaenodon succeeds in a bite attack, it does not let go, but instead pulls its victim off to kill and devour at its leisure. It requires a DC 14 Strength check to prevent the animal from pulling its victim away, and a DC 20 Strength check to actually get free from the locked jaws.
20-23 The caster gains an entourage of 2d12 gnolls, which appear in 1d3 rounds. These gnolls are of the normal sort, but obey the caster in all things so long as they are given a chance to slake their bloodlust and to feed. They serve the caster until slain or released, but if the caster should ever die or break their pact with Yeenoghu, the gnolls turn upon the caster and their allies, seeking to slay and consume them. There is no limit to the size of the pack which follows the caster.
24-27 For one turn, the caster gains the ability to become non-corporeal (as a ghost) at will. While corporeal, this ability to shift grants them a +4 bonus to AC against non-magical weapons and a +4 bonus to saves if becoming non-corporeal would help to protect them. While non-corporeal, the caster can pass through solid objects, fly with a 30’ move speed, and is immune to non-magical and purely corporeal damage.
28-29 The caster begins to cackle hideously, like a hyena, and an aura of feral hunger surrounds them. Enemies take a -1d penalty to all attack rolls, damage rolls, saves, spell checks, and skill checks when within 30’ of the caster. The caster can maintain this power as long as they remain conscious, but it is draining, and every full turn of use the caster must succeed on a Luck check or take an additional point of spellburn.
30-31 As 28-29, above, but the range is increased to 60’, and opponents within 30’ take a -2d penalty.
32+ Once per round, for the next 1d6 + CL turns, the caster may select one of these three options, affecting any single living target within 500’ which the caster can see:
(1) Cause 3d6 damage (Fort DC 25 for half).
(2) Paralyze foe for 1d6 hours (Will DC 25 negates).
(3) Choose a known attack of that enemy and direct it against another target the caster can see in the next round, using up one of that enemy’s action dice. The attack is resolved as normal. (Will DC 25 negates.)
Using this ability does not use up any of the caster’s own action dice.