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 depth
s
of the Abys s.
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 406 (28d
12 +224)
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 +15
Skills
Insight +11, Perce ption +1 9
Dama
ge Resistances cold, fire , light ning
CHA
25 (+7)
Damage Immunities poison; bludgeon
ing, piercing, and
slashing that is
nonmagical
Condition
Immunities charmed, exhaus t ion, fr ig
htened,
poisoned
Senses
truesight 120 ft. , passive Perception
29
Languages all, telep
athy 120 ft.
Challenge 26 (90,
000 XP)
Innate Spel/cast in
g. Demogorgon's spellcasting ability
is Cha·
risma (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
Legendary Resistan
ce (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 magica
l 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.
CHAPTER 6 I BESTIARY
Similarly,
the spiraling Y sign of Demogorgon
's cult
can in spire
madness in those who contemplat
e it for too
long. All the
followe rs of the Prince of Demons
go mad,
sooner or later.
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 mys teries 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. Me/ee Weapon
Attack: +17 to hit, reach 10 ft.,
one
target.
Hit: 28 (3dl2 + 9) bludgeoning
damage. If the target
is a creature, it must
succeed on a DC 23 Constit~tion
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, it 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 in 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
choice or at random:
- Begu
iling Gaze. The target is stunned until
the start of
Demogorgon's next
turn or until Demogorgon is no longer
within line of sight.
- Hypnot ic 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.
- 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 A CT I
ONS
Demogorgon
can take 2 legendary actions,
choosing from
the options below. Only
one legendary action option can be
used
at a time and only at the end of another
creature's turn.
Demogorgon regains
spent legendary actions at the start
of his turn.
Tail. Melee Weapon Attack:
+17 to hit, reach 15 ft., one target.
Hit:
20 (2dl0 + 9) bludgeoning damage
plus 11 (2dl0) ne-
crotic damage.
Maddening Gaze. Demogorgon uses
his Gaze action, and must
choose either the Beguiling
Gaze or the Insanity Gaze effect.