Innate Spellcasting. Bloomface's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:
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At will: detect magic, major image
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3/day each: dispel magic, fear, telekinesis
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1/day each: feeblemind, project image
Legendary Resistance (3/Day). If Bloomface fails a saving throw, he can choose to succeed instead.
Magic Resistance. Bloomface has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bloomface's weapon attacks are magical.
Two Heads. Bloomface has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Multiattack. Bloomface makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning 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. Bloomface turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 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 Bloomface's choice or at random:
1. Beguiling Gaze. The target is stunned until the start of Bloomface'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. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his 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 Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.
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Legendary Action Uses: 2. Immediately after another creature's turn, Bloomface can expend a use to take one of the following actions. Bloomface regains all expended uses at the start of each of their turns. |
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Lair and Lair Actions
On Initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects: Demogorgon can't use the same effect two rounds in a row:
- Bloomfacee creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Bloomface can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a 50 percent chance that it is the illusory duplicate that is being affected, not Bloomface himself, in which case the illusion disappears.
- Bloomface casts the darkness spell four times at its lowest level, targeting different areas with the spell. Bloomface doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.
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Posted Aug 6, 2026lwk what
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Posted Aug 26, 2026What's wrong with it