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monster

Demogorgon

Demogorgon
Demogorgon
CR 26
Huge Fiend (demon), Chaotic Evil
Reveal Stat Block
Armor Class
22 (natural armor)
Hit Points
406 (28d12 + 224)
Speed
50 ft., swim 50 ft.
str
29
+9
dex
14
+2
con
26
+8
int
20
+5
wis
17
+3
cha
25
+7

Traits

Legendary Resistance (3/Day).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.
Magic Weapons.Demogorgon's weapon attacks are magical.
Two Heads.Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Actions

Multiattack.Demogorgon makes two tentacle attacks.
Tentacle.mw 17 to hit, reach 10 ft., one target. ({@damage 3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a 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 that he can see within 120 feet of him. That target must make a 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 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. 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.
Legendary Actions.The creature can take 3 legendary actions...
Tail.mw 17 to hit, reach 15 ft., one target. ({@damage 2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.
Maddening Gaze.Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.

Demogorgon

Demogorgon

Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, 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, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it.

Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later.

Demogorgon's Lair

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 madness 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.