Huge Fiend (Demon), Chaotic Evil
Armor Class 17 (Natural Armor)
Hit Points 243 (20d12 + 65)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +6, CHA +10
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 17
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

At will: detect magic, major image

3/day each: Tasha’s Hideous Laughter, dispel magic, fear, telekinesis

1/day: project image

Magic Weapons. Demogorgon’s weapon attacks are magical.

Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.

Actions

Multiattack. Demogorgon makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 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. Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 16 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 Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.

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

1. Beguiling Gaze. The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight.

2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement.

3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon dcan concentrate on two spells at once.

Paragon Fortitude. The Avatar of Demogorgon has two pools of hit points, each which is tracked separately. Damage and healing only applies to the current hit point pool. When a pool is depleted of all hit points, it becomes inactive. When this happens, the Avatar of Demogorgon immediately saves against all ongoing conditions and effects. If all hit point pools are inactive, the Avatar of Demogorgon dies. When it takes a long rest, the Avatar of Demogorgon heals all hit points in the current pool and fully heals one depleted hit point pool.

Paragon Fury  The Avatar of Demogorgon rolls initiative with advantage. The Avatar of Demogorgon starts with zero paragon actions. If a hit point pool is depleted, the Avatar of Demogorgon gains one paragon action. The Avatar of Demogorgon may use a paragon action after any other creature takes a turn. If the Avatar of Demogorgon does so, they regain their reaction. A paragon action is a complete turn. They have an action, bonus action and may move up to their full speed. The paragon actions refresh at the start of the Avatar of Demogorgon's turn and any remaining actions from the previous turn are lost.

Monster Tags: DemonDemon Lordfiend

GohanV2

Comments

Posts Quoted:
Reply
Clear All Quotes