THE SHARED REFERENCE Adventurer

Monster

Demogorgon

Outside your table’s allowed sources

Official reference · MTF · 2014

Creature type
Fiend
Size
Huge
Armor class
22 (natural armor)
Hit points
406 (28d12 + 224)
Speed
Walk 50 ft., Swim 50 ft.
Challenge rating
26
Alignment
Chaotic Evil
Strength
29
Dexterity
14
Constitution
26
Intelligence
20
Wisdom
17
Charisma
25
Passive Perception
29
Saving Throws
dex: +10; con: +16; wis: +11; cha: +15
Skills
insight: +11; perception: +19
Senses
truesight 120 ft.
Languages
all, telepathy 120 ft.
Resistances
cold, fire, lightning
Immunities
poison, immune: bludgeoning, piercing, slashing; note: that is nonmagical; cond: True
Condition Immunities
charmed, exhaustion, frightened, poisoned

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

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

Demogorgon 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 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 action uses: 2. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Tail

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (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.

Innate Spellcasting

Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:

At will: detect magic, major image

3/day each: dispel magic, fear, telekinesis

1/day each: feeblemind, project image

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:

  • Demogorgon 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, Demogorgon 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 Demogorgon himself, in which case the illusion disappears.
  • Demogorgon casts the darkness spell four times at its lowest level, 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.

Regional effects

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

  • The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.
  • Beasts within 1 mile of the lair become violent and crazed-even creatures that are normally docile.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Demogorgon dies, these effects fade over the course of 1d10 days.

Madness of Demogorgon

If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the 8 for more on madness.

Madness of Demogorgon

d100Flaw (lasts until cured)
01–20"Someone is plotting to kill me. I need to strike first to stop them!"
21–40"There is only one solution to my problems: kill them all!"
41–60"There is more than one mind inside my head."
61–80"If you don't agree with me, I'll beat you into submission to get my way."
81–00"I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!"

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