Wanyudo
Large Fiend, lawful evil
Armor Class 16 (natural armor)
Hit Points 115 (11d10+55)
Speed walk +50
Challenge 8
Saving Throws dex +5, wis +4
Skills religion +5, perception +7, intimidation +5
Damage Resistances cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 17
Languages Common, Infernal
Special Abilities
Burn the Righteous. The wanyudo has advantage on attack rolls against a creature if the creature is wearing a holy symbol or calls on the power of a divine entity to cast spells.
Fiery Charge. If the wanyudo moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Magic Resistance. The wanyudo has advantage on saving throws against spells and other magical effects.
Two Heads. The wanyudo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Actions
Multiattack. The wanyudo makes two bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) fire damage.
Flaming Breath (Recharge 5-6). The wanyudo exhales fire in a 20-foot cone from one of its heads. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Source: Tome of Beasts 2 · OGL/Open