Innate Spellcasting. Yeenoghu's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
Legendary Resistance (4/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead. Demonic Awakening (Recharges after a Short or Long Rest). If Yeenohu would be reduced to 0 hit points, his current hit point total instead resets to 313 (80% of his maximum hit points) hit points, he regains any expended uses of Legendary Resistance and he can use 2 more legendary actions per round. Additionally, he can now use the options in the "Mythic Actions" section for 1 hour. Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects. Magic Weapons. Yeenoghu's weapon attacks are magical.
Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack):
Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack. Iron Spike. Yeenoghu causes an iron spike - 5 feet tall and 1 inch in diameter - to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition. Pack Rush. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to half it's its speed without provoking attacks of opportunity. Incite the Pack. Until the start of his next turn, all gnolls and hyenas who can see or hear him have advantage on their next attack roll, saving throw or ability check
Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of its turn. Charge. Yeenoghu moves up to his speed. Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 25 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone. Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.
On Initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss.