Huge Fiend (Demon), Chaotic Evil
Armor Class 16 (Natural armor)
Hit Points 178 (7d12 + 28)
Speed 50 ft., Swim 50 ft.
STR
21 (+5)
DEX
12 (+1)
CON
19 (+4)
INT
15 (+2)
WIS
13 (+1)
CHA
18 (+4)
Skills Insight +6, Perception +11
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 21
Languages All, Telepathy 60 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Aspect of Demogorgon's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, major image

1/day each: dispel magic, fear, telekinesis

Legendary Resistance (1/Day). If the Aspect of Demogorgon fails a saving throw, it can choose to succeed instead.

Two Heads. The Aspect of Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Actions

Multiattack. The Aspect of Demogorgon makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Gaze. The Aspect of Demogorgon turns its magical gaze toward one creature that it can see within 60 feet of it. That target must make a DC 17 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the Aspect of Demogorgon until the start of the Aspect of Demogorgon's next turn. If the target looks at the Aspect of Demogorgon in the meantime, it must immediately make the save.

 If the target fails the save, the target suffers one of the following effects of the Aspect of Demogorgon's choice or at random:

  1. Beguiling Gaze. The target is stunned until the start of the Aspectof Demogorgon's next turn or until the Aspect of Demogorgon is no longer within line of sight.
  2. Hypnotic Gaze. The target is charmed by the Aspect of Demogorgon until the start of the Aspect of Demogorgon's next turn.The Aspect of Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires the Aspect of Demogorgon to focus both heads on the target, it can't use his Maddening Gaze legendary action until the start of its next turn.
  3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the Aspect of Demogorgon's next turn. The Aspect of Demogorgon doesn't need to concentrate on the spell.
Legendary Actions

The Aspect of Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Aspect of Demogorgon regains spent legendary actions at the start of its turn.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) necrotic damage.

Maddening Gaze. The Aspect of Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.

Description

The Aspect of Demogorgon will be about 15 feet in height with a body of that of a green-scaled dinosaur with a huge forked tail. It’s muscular and hairy torso is topped with two leering simian heads that resemble a cross between a baboon and a mandrills.

 Of all Aspects, the Aspect of Demogorgon is probably the most difficult to measure and anticipate its actions. Being the embodiment of chaos, madness, and destruction, its worshipers are always taking a huge risk to petition for one. But then again, almost all worshipers of Demogorgon are deranged, if not totally insane.

 The Aspect of Demogorgon will act similarly as its progenitor, with its two simian heads not caring where their gaze might land, even if it falls on a loyal worshiper. Which is probably why its worshipers will only petition one when they are in desperate need or in a dire situation, such as when their temple is being attacked by a party of powerful adventurers.

 In combat, the Aspect of Demogorgon will seemingly appear to employ random attacks, not focusing on any single target. In truth, each of the two heads are simply following its own tactical course of action and will not work together unless faced with a strong foe.

Monster Tags: DemonDemon Lordfiend

SadHorizon

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