Out of the Abyss

(Jeff_L) #1
DEMO GORGON

Prince of Demons, the Sibilant Beast, and Master of the
Spiraling Depths. Dernogorgon is the embodiment of
chaos, madness. and destruction. seeking to corrupt aU
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.

DEMOGORGON
Huge fiend (demon), chaotic evil

Armor Class 22 (natural armor)
Hit Points 496 (34d12 + 272)
Speed 50 ft., swim 50 ft.

STR
29 (+9)

DEX
14 (+2)

CON
26 (+8)

INT
20 (+5)

WIS
17 (+3)

Saving Throws Dex +10, Con +16, Wis +11, Cha +1 5
Skills Insight +11, Perception +19
Damage Resistances cold, fire, lightning

CHA
25 (+7)

Damage Immunities poison; bludgeoning, piercing, and
slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses truesight 120ft., passive Perception 21
Languages all, telepathy 120ft.
Challenge 26 (90,000 XP)

Innate Spellcasting. Demogorgon's spellcasting ability is Cha·
risma (spell save DC 23). Demogorgon can in nately cast the
fo llowing spells, requiring no material componen ts:
At will: detect magic, major image
3fday each: dispel magic.fear, telekinesis
1/day each:feeblemind, project image
Legendary Resistance (3fDay). 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 h as advantage on saving throws
agamst bemg blmded, deafened, stunned, and knocked
unconscious.

ACTIONS


Multiattack. Demogorgon makes two tentacle attacks.

API'OII>IX U I D EMON LOIWS


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 dark-
ened caverns.

Tentacle. Melee Weapon Attack: + 17 to hit, reach 10 ft., one
target. Hit: 35 (4d12 + 9) b ludgeoning 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 fin-
ishes 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 incapac-
itated, 1t can avert its eyes to avoid the gaze and to automat-
ically 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 10 the meantime, it must Immediately make the save.
If the target fails the save, the target suffers one of the follow-
ing effects of Demogorgon's cho1ce 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 ta rget, 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
Demogorgon can take 2 legendary actions, choosing from
the opt1ons below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
Demogorgon rega.ns spent legendary actions at the start
of his turn.
Tail. Melee Weapon Attack: + 17 to hit, reach 15ft., one target.
Hit: 31 (4d10 + 9) bludgeoning damage plus 22 (4d10) ne-
crotic damage.
Maddening Gaze. Demogorgon uses his Gaze action, and must
choose either the Beguiling Gaze or the Insanity Gaze effect.
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