Demogorgon
CE Huge outsider (aquatic, chaotic, evil, extraplanar, tanar’ri)
Init +12; Senses darkvision 60 ft., true seeing; Listen +38, Spot +38
Languages Abyssal, Aquan, Common; telepathy 300 ft.
AC 43, touch 16, flat-footed 35; Dodge, Mobility
(–2 size, +8 Dex, +27 natural)
hp 499 (27 HD fast healing 10; DR 20/cold iron and good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 34
Fort +29, Ref +23, Will +21
Speed 50 ft. (10 squares), swim 50 ft.
Melee 2 tentacles +39 (1d8+14 plus rot) and
2 bites +35 (2d6+7) and
tail slap +35 (2d6+7 plus energy drain)
Space 15 ft.; Reach 15 ft.
Base Atk +27; Grp +49
Atk Options Combat Expertise, Spring Attack, Whirlwind Attack
Special Actions dual action, gaze, summon tanar’ri
Spell-Like Abilities (CL 20th):
At will—astral projection, contagion (DC varies), desecrate, detect good, detect law, fly, greater dispel magic, greater teleport, project image, telekinesis (DC 24), unhallow, unholy blight (DC 23)
3/day—feeblemind (DC 24), symbol of death (DC 27)
1/day—dominate person (DC 28)
Abilities Str 38, Dex 27, Con 38, Int 26, Wis 22, Cha 28
SQ amphibious, tanar’ri traits (see page 28)
Feats Alertness, Combat Expertise, Combat Reflexes, Dark Speech*, Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack, Whirlwind Attack
* New feat described on page 85 Skills Bluff +39, Concentration +44, Diplomacy +43, Intimidate +41, Jump +52, Knowledge (arcana) +38, Knowledge (history) +38, Knowledge (nature) +38, Knowledge (the planes) +38, Listen +38, Move Silently +38, Search +38, Sense Motive +36, Spellcraft +40, Spot +38, Swim +52
Dark Speech
You learn a smattering of the language of truly dark power. Prerequisite: Will save bonus +5, Int 15, Cha 15. Benefi t: You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects. The four basic uses are detailed below.
Dread: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 + 1/2 your character level + your Cha modifi er). The result of a failed save by a listener depends on the listener’s character level and alignment, as detailed on the table below. Level (Alignment) Result 1st–4th (non-evil) Listener is shaken for 1d10 rounds and must flee from you until you are out of sight. 1st–4th (evil) Listener cowers in fear for 1d10 rounds.
5th–10th (non-evil) Listener is shaken for 1d10 rounds.
5th–10th (evil) Listener is charmed by you (as charm monster) for 1d10 rounds.
11th+ (non-evil) Listener is filled with loathing for you but is not otherwise influenced.
11th+ (evil) Listener is impressed, and you gain a +2 competence bonus on attempts to change his attitude in the future. Power: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. By using it during the creation of an evil magic item, you increase its caster level by 1 without increasing the cost. Corruption: As a full-round action, you can whisper vile words at an inanimate object and reduce its hardness by half. This use does not drain you, but you cannot use the ability more than once on a single object. Dark Unity: You can use Dark Speech to establish a hive mind in any swarm of vermin or animals with an Intelligence score of 2 or lower. Thereafter, you can give the swarm one command as per the suggestion spell (caster level equals your Hit Dice). Whenever you infuse a swarm in this manner, you take 1d4 points of Constitution damage. Normal: Attempting to utter a word of Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. It is impossible to make someone use the Dark Speech if he is unwilling because the language’s pronuncia- tion is so exacting. Special: You gain a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against you. Dual Actions (Ex)
Demogorgon, having two heads with distinct intelligences and personalities, can take two rounds’ worth of actions in any given round, as if he were two creatures. For instance, he could take two standard actions and two move actions, or he could take two full-round actions. Energy Drain (Su)
Any living creature hit by Demogorgon’s tail slap gains 1d4 negative levels. For each negative level bestowed, Demogorgon heals 5 points of damage. If the amount of healing is more than the damage he has taken, he gains any excess as temporary hit points. If a negative level has not been removed before 24 hours have passed, the afflicted opponent must succeed on a DC 37 Fortitude save to remove it. Failure means that the opponent’s level (or Hit Dice) is reduced by 1. The save DC is Constitution-based. Gaze (Su)
Each of Demogorgon’s heads has its own gaze attack. Any creature within 30 feet of the demon lord must make two successful DC 32 Will saving throws each round at the beginning of its turn, the first save against Demogorgon’s beguiling gaze and the second save against his insanity gaze. Creatures can avoid the need to make saving throws by averting their eyes or wearing a blindfold (MM 309).
Demogorgon can actively target foes with his beguiling gaze and insanity gaze, in which case each gaze requires a standard action to activate. Thanks to his dual actions ability, Demogorgon can use both gazes in the same round. He must split these gaze attacks between two targets to gain their effects. Conversely, as a standard action, he can lock the gazes of both heads on a single target and use a special hypnosis gaze effect. Demogorgon cannot use his hypnosis gaze during the same round in which he uses his beguiling gaze, his insanity gaze, or both. Beguiling Gaze: The gaze attack of Aameul, Demogorgon’s left head, is the equivalent of a charm monster spell (DC 32) with a range of 30 feet. Insanity Gaze: The gaze attack of Hethradiah, Demogorgon’s right head, is the equivalent of an insanity spell (DC 32) with a range of 30 feet. Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a single target within 30 feet, that creature is affected as though by a hypnotism spell. Only a target with 15 Hit Dice or more is allowed a DC 32 Will saving throw to resist the effect. The save DCs for all three gaze attacks are Charisma-based. Rot (Su)
Any living creature touched by Demogorgon’s tentacles must succeed on a DC 37 Fortitude save, or its flesh and bones begin to rot. The creature takes 1d6 points of Constitution damage immediately and 1 point of Constitution damage every hour thereafter until it dies or a remove disease spell is cast. The spell stops further damage, but lost Constitution points return only with natural healing and cannot be restored with magic. The save DC is Constitution-based. Summon Tanar’ri (Sp)
Once per day, Demogorgon can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshnees, 1 marilith, or 1 balor. This ability is a equivalent of a 9th-level spell (CL 20th). Amphibious (Ex) Even though Demogorgon has the aquatic subtype, he can survive indefinitely on land. The Prince of Demons holds his title through sheer might alone. His name alone can inspire a primal fear.
The troglodytes worship him as Ahmon-Ibor, the Sibilant Beast, and use his teachings to bring vile intelligence and fanaticism to the beasts of the wild. Yuan-ti know him as Siosivash and raise great temples to him in sunken caverns. The unknowable ixitxachitl are his chosen minions on the Material Plane, and even they dare not speak his name aloud. The rare human cults that venerate the Prince of Demons welcome piracy and cannibalism with open arms.
While humanoid cults dedicated to Demogorgon might be rare, individual humanoid worshipers of the Prince of Demons are more likely menaces. These followers often control the societies they live in or have much influence over those who do. They keep their faith secret from soci- ety, and use their power to spread evil and misery in his unspoken name.
Clerics of Demogorgon have access to the domains of Chaos, Corruption, Demonic, and Evil. His symbol is a forked tail.
Init +12; Senses darkvision 60 ft., true seeing; Listen +38, Spot +38
Languages Abyssal, Aquan, Common; telepathy 300 ft.
AC 43, touch 16, flat-footed 35; Dodge, Mobility
(–2 size, +8 Dex, +27 natural)
hp 499 (27 HD fast healing 10; DR 20/cold iron and good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 34
Fort +29, Ref +23, Will +21
Speed 50 ft. (10 squares), swim 50 ft.
Melee 2 tentacles +39 (1d8+14 plus rot) and
2 bites +35 (2d6+7) and
tail slap +35 (2d6+7 plus energy drain)
Space 15 ft.; Reach 15 ft.
Base Atk +27; Grp +49
Atk Options Combat Expertise, Spring Attack, Whirlwind Attack
Special Actions dual action, gaze, summon tanar’ri
Spell-Like Abilities (CL 20th):
At will—astral projection, contagion (DC varies), desecrate, detect good, detect law, fly, greater dispel magic, greater teleport, project image, telekinesis (DC 24), unhallow, unholy blight (DC 23)
3/day—feeblemind (DC 24), symbol of death (DC 27)
1/day—dominate person (DC 28)
Abilities Str 38, Dex 27, Con 38, Int 26, Wis 22, Cha 28
SQ amphibious, tanar’ri traits (see page 28)
Feats Alertness, Combat Expertise, Combat Reflexes, Dark Speech*, Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack, Whirlwind Attack
* New feat described on page 85 Skills Bluff +39, Concentration +44, Diplomacy +43, Intimidate +41, Jump +52, Knowledge (arcana) +38, Knowledge (history) +38, Knowledge (nature) +38, Knowledge (the planes) +38, Listen +38, Move Silently +38, Search +38, Sense Motive +36, Spellcraft +40, Spot +38, Swim +52
Dark Speech
You learn a smattering of the language of truly dark power. Prerequisite: Will save bonus +5, Int 15, Cha 15. Benefi t: You can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects. The four basic uses are detailed below.
Dread: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage, and every other creature in a 30-foot radius must attempt a Will save (DC 10 + 1/2 your character level + your Cha modifi er). The result of a failed save by a listener depends on the listener’s character level and alignment, as detailed on the table below. Level (Alignment) Result 1st–4th (non-evil) Listener is shaken for 1d10 rounds and must flee from you until you are out of sight. 1st–4th (evil) Listener cowers in fear for 1d10 rounds.
5th–10th (non-evil) Listener is shaken for 1d10 rounds.
5th–10th (evil) Listener is charmed by you (as charm monster) for 1d10 rounds.
11th+ (non-evil) Listener is filled with loathing for you but is not otherwise influenced.
11th+ (evil) Listener is impressed, and you gain a +2 competence bonus on attempts to change his attitude in the future. Power: Whenever you use Dark Speech in this manner, you take 1d4 points of Charisma damage. By incorporating the Dark Speech into the verbal component of a spell, you increase its effective caster level by 1. By using it during the creation of an evil magic item, you increase its caster level by 1 without increasing the cost. Corruption: As a full-round action, you can whisper vile words at an inanimate object and reduce its hardness by half. This use does not drain you, but you cannot use the ability more than once on a single object. Dark Unity: You can use Dark Speech to establish a hive mind in any swarm of vermin or animals with an Intelligence score of 2 or lower. Thereafter, you can give the swarm one command as per the suggestion spell (caster level equals your Hit Dice). Whenever you infuse a swarm in this manner, you take 1d4 points of Constitution damage. Normal: Attempting to utter a word of Dark Speech always ends in immediate death for a speaker who is not trained in its dark power. It is impossible to make someone use the Dark Speech if he is unwilling because the language’s pronuncia- tion is so exacting. Special: You gain a +4 circumstance bonus on saving throws made when someone uses the Dark Speech against you. Dual Actions (Ex)
Demogorgon, having two heads with distinct intelligences and personalities, can take two rounds’ worth of actions in any given round, as if he were two creatures. For instance, he could take two standard actions and two move actions, or he could take two full-round actions. Energy Drain (Su)
Any living creature hit by Demogorgon’s tail slap gains 1d4 negative levels. For each negative level bestowed, Demogorgon heals 5 points of damage. If the amount of healing is more than the damage he has taken, he gains any excess as temporary hit points. If a negative level has not been removed before 24 hours have passed, the afflicted opponent must succeed on a DC 37 Fortitude save to remove it. Failure means that the opponent’s level (or Hit Dice) is reduced by 1. The save DC is Constitution-based. Gaze (Su)
Each of Demogorgon’s heads has its own gaze attack. Any creature within 30 feet of the demon lord must make two successful DC 32 Will saving throws each round at the beginning of its turn, the first save against Demogorgon’s beguiling gaze and the second save against his insanity gaze. Creatures can avoid the need to make saving throws by averting their eyes or wearing a blindfold (MM 309).
Demogorgon can actively target foes with his beguiling gaze and insanity gaze, in which case each gaze requires a standard action to activate. Thanks to his dual actions ability, Demogorgon can use both gazes in the same round. He must split these gaze attacks between two targets to gain their effects. Conversely, as a standard action, he can lock the gazes of both heads on a single target and use a special hypnosis gaze effect. Demogorgon cannot use his hypnosis gaze during the same round in which he uses his beguiling gaze, his insanity gaze, or both. Beguiling Gaze: The gaze attack of Aameul, Demogorgon’s left head, is the equivalent of a charm monster spell (DC 32) with a range of 30 feet. Insanity Gaze: The gaze attack of Hethradiah, Demogorgon’s right head, is the equivalent of an insanity spell (DC 32) with a range of 30 feet. Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a single target within 30 feet, that creature is affected as though by a hypnotism spell. Only a target with 15 Hit Dice or more is allowed a DC 32 Will saving throw to resist the effect. The save DCs for all three gaze attacks are Charisma-based. Rot (Su)
Any living creature touched by Demogorgon’s tentacles must succeed on a DC 37 Fortitude save, or its flesh and bones begin to rot. The creature takes 1d6 points of Constitution damage immediately and 1 point of Constitution damage every hour thereafter until it dies or a remove disease spell is cast. The spell stops further damage, but lost Constitution points return only with natural healing and cannot be restored with magic. The save DC is Constitution-based. Summon Tanar’ri (Sp)
Once per day, Demogorgon can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshnees, 1 marilith, or 1 balor. This ability is a equivalent of a 9th-level spell (CL 20th). Amphibious (Ex) Even though Demogorgon has the aquatic subtype, he can survive indefinitely on land. The Prince of Demons holds his title through sheer might alone. His name alone can inspire a primal fear.
Stratagy and Tactics
Demogorgon is a powerful foe, yet he disdains direct con- frontations. He would rather send his minions (of which he has many) into battle to settle his disputes. If Demogorgon must fi ght, he uses project image fi rst from a secure location protected by demonic minions and symbols of death. He uses his spell-like abilities (leading with dominate person and feeblemind), using two per round until he is confronted in combat. In melee, Demogorgon typically takes a full attack action, a move action, and a standard action to use a spell-like ability. He prefers to use his beguiling gaze and insanity gaze pas- sively, rather than sacrifi cing opportunities to make physical attacks or use spell-like abilities. He saves his hypnosis gaze for when he fi ghts a single foe.Servants, Enemies, and Goals
Inside the Prince of Demons rages a secret war for control of himself. Demogorgon has two heads and therefore two minds, and each one seeks domination of the other. Aameul is the persona in control of Demogorgon’s left head, while Hethradiah controls the right. Each is unable to control the other, nor could one slay the other without also perishing. By most defi nitions, this internal confl ict would be described as insanity, but that would be applying inappropriate mortal standards to one whom such standards can never apply. Demogorgon Demogorgon’s war with Orcus and Graz’zt has been epic in scope. Their armies have clashed throughout the Abyss since the dawn of the tanar’ri race. For a time, Orcus vanished (apparently slain), as did Graz’zt (who was imprisoned on the Material Plane by the archmage Iggwilv), yet never has the Abyss known complete peace from this eternal war. Demogorgon is served by all manner of demons, some of which (such as the retriever) were actually created by him. Many powerful and unique demons serve him as well, and he commands armies of evil lizardfolk, schem ing yuan-ti, sadistic troglodytes, vampiric ixitxachitl, and countless shoals of Abyssal aquatic predators. His close alliance with the ancient demon lord Dagon has provided him with access to Abyssal secrets that the other demon lords could only guess about. The methods of creating the powerful undead warlords known as death knights represent the least of these secrets, yet they are horrific and potent nevertheless. Worshipers of Demogorgon are more likely to be scaly things that hide from the light than humans or members of other civilized races. Despite his statue in the Abyss, the vast majority of the Material Plane is blissfully ignorant of his existence, yet they know his works, if only indirectly.The troglodytes worship him as Ahmon-Ibor, the Sibilant Beast, and use his teachings to bring vile intelligence and fanaticism to the beasts of the wild. Yuan-ti know him as Siosivash and raise great temples to him in sunken caverns. The unknowable ixitxachitl are his chosen minions on the Material Plane, and even they dare not speak his name aloud. The rare human cults that venerate the Prince of Demons welcome piracy and cannibalism with open arms.
While humanoid cults dedicated to Demogorgon might be rare, individual humanoid worshipers of the Prince of Demons are more likely menaces. These followers often control the societies they live in or have much influence over those who do. They keep their faith secret from soci- ety, and use their power to spread evil and misery in his unspoken name.
Clerics of Demogorgon have access to the domains of Chaos, Corruption, Demonic, and Evil. His symbol is a forked tail.
Children