Huge Fiend (Demon), Chaotic Evil
AC 22 Natural Armor    Initiative +9 (19)
HP 464 (32d12 + 256)
Speed 50 ft., Swim 50 ft.
Mod Save
STR 29 +9 +9
DEX 14 +2 +2
CON 26 +8 +8
Mod Save
INT 20 +5 +5
WIS 17 +3 +3
CHA 25 +7 +7
Skills Insight +11, Perception +19
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 29
Languages All, Telepathy 120 ft.
CR 26 (XP 90,000, or 105,000 in lair; PB +8)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If Demogorgon fails a saving throw, he can choose to succeed instead.

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

Demonic Restoration. If Demogorgon dies outside the Abyss, his body dissolves into ichor, and he gains a new body instantly, reviving with all his Hit Points somewhere in the Abyss.

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

Actions

Multiattack. Demogorgon makes two Lash attacks and uses Gaze.

Lash. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) force damage. A creature hit must make a DC 23 Constitution save or have its hit point maximum reduced by the damage taken until it finishes a long rest. The creature dies if this reduces its maximum 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 d6):

  • 1–2: Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.

  • 3–4: Confusing 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 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.

Spellcasting. Demogorgon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):

At will. Detect magic, Dispel magic, Fear, Telekinesis, Major image

1/day each. Befuddlement, Mirage arcane, Project image

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Demogorgon can expend a use to take one of the following actions. Demogorgon regains all expended uses at the start of each of his turns.

Gaze. Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing Gaze.

Chaotic Energy (1/Round). Demogorgon uses spellcasting.

Darkness (Recharge 5-6). Demogorgon casts darkness four times on different areas without concentration. The spells last until the end of his next turn.

Illusory Duplicate (Recharge 5-6). Demogorgon creates an illusory duplicate in his space, lasting until the end of his next turn. Immediately after creation, he can move the illusion up to his speed (no action required). The first time a creature or object physically interacts with Demogorgon, roll a d20. On an 11 or higher, the interaction affects the illusion, causing it to disappear.

 

Description

Are two heads better than one? In Demogorgon's case, the two double the horror and the chaos.

— Mordenkainen

Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, 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.

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.

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

Beguiling Realm. Within 1 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.

Monster Tags: Demon Lord

Habitat: Planar (Abyss)

Treasure:  None

Baedroch

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