Huge Fiend (Demon), Chaotic Evil
Armor Class 22 natural armor
Hit Points 199 (14d12 + 108)
Speed 60 ft., Swim 80 ft.
STR
26 (+8)
DEX
16 (+3)
CON
26 (+8)
INT
20 (+5)
WIS
21 (+5)
CHA
29 (+9)
Saving Throws INT +13, WIS +13, CHA +17
Skills Arcana +12, Athletics +18, Perception +19
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 29
Languages All, Telepathy 120 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Consume Hethradiah (Mythic Trait; Recharges After a Short or Long Rest). When the Demogorgon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, Aemeul rips off and consumes Hethradiah, invigorating himself with his counterpart's brain matter. This grants him 200 temporary hit points, and immediately refreshes any Legendary Resistances and Legendary Actions spent. As long as those temporary hit points last, Aemeul's mythic trait is active. While he is mythic, Aemeul can create illusory duplicates of himself.

Legendary Resistance (3/Day). If Aemeul fails a saving throw, he can choose to succeed instead.

Magic Resistance. Aemeul has advantage on saving throws against spells and other magical effects.

Beguiling Presence.  All Charisma(Persuasion) and Charisma(Performance) ability checks have disadvantage within 120 feet of Aemeul. Also within that same distance, all Charisma(Deception) and Charisma(Intimidation) ability checks are made with advantage.

Actions

Multiattack. Aemeul makes a Bite and Tentacle attack. It can replace either attack with a use of Gaze.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 29 (6d6 + 8) force damage. 

Tentacle. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 10) force damage and 10 (3d6) acid damage. The target is also grappled and restrained on a hit if it is a Large or smaller creature (escape DC 24). Aemeul can have up to four creatures grappled in this way, with two tentacles  on each of two arms.

Gaze. Aemeul turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC 25 Charisma saving throw or suffer one of the following effects (choose one or roll a d6):

1-2: Darkness Gaze. The target exudes an inky black area that magically smothers sources of light within 30 feet of themselves, otherwise replicating the effect of the Darkness spell cast at 6th level. This darkness lasts until the end of the targets next turn, and while it lasts, they have disadvantage on any saving throw they would make.

3-4: Maddening Gaze. The target becomes under the effect of the confusion spell without making a saving throw. The effect lasts until the end of their next turn, and until that time, Aemeul chooses how they act on their turn, within the boundaries of the spell's effects.

5: Mind Rotting Gaze. If the target can cast any spells, choose one that they know how to cast at random. They can never learn it again, and any means of ever being able to cast it again are lost forever. They also suffer an amount of psychic damage equal to a number of d10s of that spell's level(1 for cantrips).

6: Annihilating Gaze. The target takes 85 (10d10 + 30) necrotic damage, or half as much on a successful save. Creatures reduced to 0 hit points by this gaze are disintegrated, and can only be revived with a true resurrection or wish spell.

Spellcasting. Aemeul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 25):

At will: detect magicdispel magic, charm monster, summon lesser demons (no concentration required)

3/day each: dominate monstersummon greater demon (no concentration required)

1/day each: feeblemindpower word stun

Reactions

Reckless Whirlwind. When Aemeul's temporary hit points are drained and his mythic trait is gone, he uses his reaction to unleash a wave of mind shattering force. He uses his Gaze ability against each creature within 30 feet of him, rolling for each one. Until the end of his next turn, melee attack rolls against him have advantage.

Legendary Actions

Aemeul can take 3 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. Aemeul regains spent legendary actions at the start of his turn.

Gaze. Aemeul uses his Gaze action.

Spellcasting (Costs 2 Actions). Aemeul uses his Spellcasting feature.

Tail (Costs 2 Actions). +16 to hit, 15 ft. cone, targets each creature in cone that is behind Aemeul. Hit: 19 (2d10 + 8) bludgeoning damage plus 11 (2d10) acid damage. Each creature hit must also succeed on a DC 22 Strength saving throw, or be knocked prone and pushed away 5 ft. for every multiple of 3 that their saving throw failed by.

Mythic Actions

If Aemeul's Mythic Trait is active, it can use the options below as legendary actions for 1 hour after using Consume Hethradiah.

Dagon's Whispers. A target within 120 ft. of Aemeul must succeed on a DC 25 Wisdom saving throw or be charmed by him until the end of their next turn. While charmed in this way, targets must take the Dash action and use all of their movement to move towards Aemeul.

Illusory Duplicate. Aemeul chooses an unoccupied space that he can see within 150 feet that a Huge creature could fit into. An exact replica of Aemeul appears there, and can make attacks from that space. Both copy each others movements to the letter, but the copy is an illusion that dissipates after anything would interact with or touch it.

Minion Warp (Costs 2 Actions). Aemeul chooses an allied fiend or one of his illusory duplicates within 150 feet that he can see. Aemeul and the designated creature teleport to each other's spaces.

Scalepox Cloud (Costs 2 Actions). Aemeul expunges a disease-ridden cloud of green gas in a 20-ft. radius sphere centered on a point within 60 ft. of him. The area is heavily obscured and spreads around corners. It lasts until the end of the active creature's next turn, or until it is dispersed by a strong wind. Any humanoid that starts its turn in this cloud, or that enters it for the first time in a turn, must make a DC 25 Constitution saving throw against disease. On a failed saving throw, humanoids take 27 (5d10) poison damage and can not take bonus actions or reactions until the start of their next turn. On a successful save, they take half as much damage and can take their actions normally.

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