Armor Class 24 natural armor
Hit Points 596 (64d12 + 256)
Speed
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
23 (+6)
WIS
20 (+5)
CHA
30 (+10)
Saving Throws DEX +12, CON +19, WIS +14, CHA +19
Damage Resistances All
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 30
Languages Languages All, Telepathy 300 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If Demogorgon fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Demogorgon can't be affected or detected by spells of 6th level or lower unless it wishes to be. They have advantage on saving throws against all other spells and magical effects.

Eldritch Minds(3/Day).Any effect that attempts to target, charm, blinded, deafened, stunned, or knock unconscious, Demogorgon can choose to make the effect immediately reflect back to the source as if it originated from Demogorgon and targeting the source. 

Or the Demogorgon can choose to have an effect that targets another creature from any source he can see. They can choose to make the target Demogorgon.

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

Confusing Aura. When a creature starts its turn within 30 feet of the Demogorgon and is aware of Demogorgon, the Demogorgon can magically force it to make a DC 23 Charisma saving throw, unless Demogorgon is incapacitated.

On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn.

On a 1 to 4, the creature does nothing.

On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction.

On a 7 or 8, the creature makes one melee attack against a random creature other than the Demogorgon, or it does nothing if no creature is within reach.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the Demogorgon until the start of its next turn, when it can choose to avert its eyes again.

 

If the creature looks at the Demogorgon in the meantime, it must immediately make the save.

Prince of Demons God of Madness. If Demogorgon would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points and every creature within 350 ft. take (10d10) psychic damage. Additionally, Demogorgon can now use his Mythic Actions for 3 hours

 

Actions

Multiattack. Demogorgon makes three Tentacle attacks or one Hidden Grasp and one use of Gaze or Devour Intellect.

Tentacle. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (4d12 + 15) force damage. If the target is a creature, it must succeed on a DC 23 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 he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw or suffer one of the following effects (choose one or roll a d8):

1–2: Beguiling Gaze. The target takes (3d12) psychic damage is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight.

3–4: Maddening Gaze. The target takes (3d12) psychic damage and suffers from the effect of the Crown of Madness spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.

5–6: Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its action, reaction, and movement.

7-8: Devouring Gaze. The target takes (1d12) psychic damage, then roll 4d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. Greater Restoration removes this effect until it is cast again.

Spellcasting. Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability, Demogorgon can maintain two concentration spells at once (spell save DC 21):

At will: detect magic, major image

5/day each: dispel magic, fear, telekinesis, silence, dream, armor of agathys(15 cold damage),

3/day each: summon greater demon, creation, enervation, geas, conjure animals, banishment, flock of familiars, hold monster

2/day each: feeblemind, projct image, weird, glibness, power word pain, maddening darkness, earthquake, gate, mental prison

 

 

Bonus Actions

Psychic Step. The Demogorgon magically teleports to an unoccupied space it can see within 60 feet of it.

Gaze. Demogorgon uses Gaze

Reactions

Tentacle Whip. If a creature leaves Demogorgon's reach he can make two opportunity attacks with Tentacle. If it hits, the creature is grappled and incapacitated and can attempt to (escape DC 21).

 

Legendary Actions

Demogorgon can take 5 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. Demogorgon regains spent legendary actions at the start of his turn.

Gaze(Costs 3 Actions). Demogorgon uses Gaze

Tail(Costs 1 Actions). +17 to hit, reach 15 ft., one target. Hit: (4d10 + 15) force damage plus (3d10) necrotic damage.

Cast a Spell (Costs 2 Actions). Demogorgon uses Spellcasting.

Mythic Actions

Demogorgon can use the options below as legendary actions while their mythic trait is active.

Sundering Tentacles(Costs 2 Actions). Demogorgon can make one tentacle attack, on hit the creature takes (5d6) force damage and is grappled and incapacitated, (escape DC 21)

Mind Rend(Costs 3 Actions). Demogorgon rends the mind of a creature he is grappling with his tentacle, taking 10d12 psychic damage. This breaks any concentration spell the target is concentrating on.

 

Description

Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and madness seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.

The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them.

Similarly, the spiraling Y sign of Demogorgon’s cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.

 

Demogorgon's true Absolute form is forever trapped as one with the Abyss itself the very godly embodiment of madness, every recording of his appearance was merely an avatar. He rarely wishes to release himself from his plane only when is believes he can surely conquer all. 

In this state he is at his most powerful and at his whim controls legions of lesser demons wishing only destruction. Should this form set foot on the material plane, his influence will steadily tear the weave and the barrier between the plane fusing the Abyss with the material plane, and Abysm Demogorgon's Tower erupts from the ground and the swampy oceans of the gaping flow onwards from it.

Lair and Lair Actions

Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns.

Lair Actions
On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can’t take the same lair action two rounds in a row:

Darkness. Demogorgon casts the darkness spell four times, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round.

Illusory Duplicate. Demogorgon creates an illusory duplicate of himself and he turns invisible, which appears in his space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears and the real Demogorgon becomes visible again.

Slip into the Dark. Demogorgon can choose to meld into the lair and teleport to any space he chooses

Watery Grave. Demogorgon can manipulate the swampy water in his lair, 

  • Demogorgon casts Tsunami and the water level rises by 10 ft.

 

Regional Effects
The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects:

Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.

Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are normally docile. Within that area, any ability check involving Animal Handling has disadvantage.

Venomous Beasts. The area within 6 miles of the lair becomes overpopulated with poisonous snakes and other venomous Beasts.

If Demogorgon dies, these effects fade over the course of 3d10 days. But the initial rift in the plane persists forever and must be properly sealed unless

Previous Versions

Monster Tags: DemonDemon Lordfiendaberration

Habitat: Swamp

Feraligamr

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