Demogorgon

Huge fiend (demon), Chaotic Evil

Armor Class

22 (natural armor)

Hit Points

406 (28d12+224)

Speed

walk 50 ft., swim 50 ft.

Saves

Dex +10, Con +16, Wis +11, Cha +15

Skills

Insight +11, Perception +19

Damage Resistances

cold, fire, lightning

Damage Immunities

poison; bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

26

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.

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

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 actions

Legendary Actions (2/Turn)

Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action 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 its turn.

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.

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.

Demogorgon

Huge fiend (demon), Chaotic Evil

Armor Class

22 (natural armor)

Hit Points

464 (32d12 + 256)

Speed

walk 50 ft., swim 50 ft.

Saves

Dex +10, Con +16, Wis +11, Cha +15

Skills

Insight +11, Perception +19

Damage Resistances

cold, fire, lightning

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

26

Proficiency Bonus

+8

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.

Two Heads

Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Actions

Multiattack

Demogorgon makes two Tentacle attacks. He can replace one attack with a use of Gaze.

Tentacle

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) force 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 he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6): 1–2: Beguiling Gaze The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight. 3–4: Confusing 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. 5–6: Hypnotic Gaze The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its action, reaction, and movement.

Spellcasting

Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): • 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 one of the following lair actions; he can't take the same lair action two rounds in a row: Darkness: Demogorgon casts the darkness spell four times, 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. Illusory Duplicate: Demogorgon creates an illusory duplicate of himself, which appears in his 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 an object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears.

Legendary actions

Legendary Actions (2/Turn)

Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action 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 its turn.

Gaze

Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing Gaze.

Tail

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.

Cast a Spell (Costs 2 Actions)

Demogorgon uses Spellcasting.