Demogorgon, Embodiment Of Madness And Destruction Image

Having all the shards collected and sacrificing your humanity you have taken the form of the Demogorgon.

Abyssal Appearance: Your appearance has become more demonic. However, you are still a humanoid and resemble your old self to a degree.

Manifesting your power: In this form you can still only manifest the power of a single shard at a time. You can change freely between them on your turn.

Fear Walker (Passive): When you roll to attack a creature that is frightened you roll with advantage and lower your crit threshold by 1.

Manifestation of Madness (1BA, 1 Charge): As a bonus action you can take the full form of the Demogorgon for 10 minutes. During this time you manifest all shards. Any shard ability only costs a bonus action and charges are not used when activating. Backlash: Afterwards take 2 point of exhaustion.

Head of Demogorgon

You take the heads of the Demogorgon in place of your own. Two baboon-like heads with feral gnashing teeth

Duality of Mind (Passive)

You gain advantage on Wisdom and Intelligence saving throws, resistance to psychic damage and immunity to charm and fear. You can now concentrate on two spells simultaneously.

Gaze of Madness (1A , 3 charges)

Target one creature you can see, and force them to make a Wisdom save against your spell DC. On fail roll on the madness table.

1 Reality Unraveled: The target cannot make attacks or other harmful actions.
2 Frightened: The target becomes frightened for 1 minute. It must use its action to Dash away from the character. It can repeat the saving throw at the end of each of its turns.
3 Mind Rend: The target suffers intense psychic pain, taking 4d10 psychic damage
4 Confused: The target is confused (roll on the confusion table for effects) until the end of its next turn.
5 Charmed: The target is charmed for 1 minute. The target can repeat the saving throw at the end of each of its turns to end the effect.
6 Nightmare Visions: The target is overcome with horrific visions from the Abyss. They take 2d10 psychic damage and is paralyzed until the end of their next turn.

 

Abyssal Howl (1A, 3 charges)

Target 3 creatures within 120ft that can hear you. Targets make a wisdom save, on a fail they take 2d8 psychic damage and are frightened.

Torso of the Demogorgon

Demonic Resilience: You gain resistance to necrotic damage, advantage on the constitution and strength saving throws, and immunity to disease

Chaotic Retaliation (reaction, 3 charges): When you are hit by a melee attack you can use your reaction to retaliate to lash out. Target makes a Wisdom saving throw or takes 3d10 psychic damage and is pushed 10 ft away. On a successful save, they take half the damage.

Abyssal Surge (1BA, 1 Charge): As a bonus action you can invoke a destructive force. You gain the following benefits:

  • Advantage on all attack rolls, saving throws, and ability checks.
  • Each successful attack, the wearer makes deals an additional 2d10 psychic damage.
  • At the end of the surge, the wearer must make a DC 18 Wisdom saving throw. On a failure, they suffer from short-term madness for 1d4 rounds (use the short-term madness table).

Death Ward: 

You have one free use of deathward.

Spectral Legs

Ethereal Speed:  Your speed is increased by 15 ft, and you have an advantage on dex saves.

Phantasmal Rush(1A, 3 charges): As an action, you become incorporeal for up to 1 minute. During this time, they can move through creatures and objects as if they were difficult terrain. Each creature they move through must make a Constitution saving throw or take 3d8 necrotic damage. If they pass through more than one creature in a turn, the damage increases by 1d8 for each additional creature. Once during this period, the character can choose to end the incorporeal state early, causing a spectral explosion.

Spectral Explosion: For each creature within 10 feet you must make a Dexterity saving throw or take 5d10 force damage and be pushed 10 feet away from the character. On a successful save, the creature takes half damage and is not pushed. 

Shadows Might (Right Arm)

Empowered Weapon: Your pact weapon becomes a +3 weapon

Veil of Shadows: When you score a crit with your pact weapon you cast blur on your self.

Abyssal Pull(3 charges): When you make a thrown attack with your pact weapon, you can use your bonus action to create a pull between the weapon and yourself. During the pull, you can anchor yourself pulling the creature to you (strength save), Anchor the weapon pulling your self to the creature, or have not anchor causing you to meet in the middle.(strength save). The DC is your spell casting DC. 

Arm of Arcanum (Left Arm)

Empowered Spells: you get a +3 bonus to you spell bonus and saves.

Spell Siphon(3 charges, Reaction):  You can cast counterspell as a reaction. If it is successful you gain a temporary spell slot on your next turn.

Tides of Choas (3 Charges): Whenever you cast a spell you can infuse it with the tides of chaos. Roll 1d10: If even us max damage for that spell, if odd roll on the wild magic table. If 10 then do both.

Demogorgon, Embodiment Of Madness And Destruction Image

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