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Demogorgon

Prince of Demons, The Deep Father, The Sibilant Beast, Master of the Spiraling Depths

Overview

The Prince of Demons is a being of unfettered violence and rage, the mightiest of the demon lords. His twin heads, Aameul and Hathradiah, compete in some ways and cooperate in others. The result is an entity that is capable of devising and enacting the most clever strategies, paranoid at all times about threats to his rule (which certainly exist in the chaos of the Abyss), and possessed of immense physical power.   Demogorgon prefers to meets every challenge with overwhelming force and to ferret out enemies long before they can marshal the strength to make a serious stand against him. He sees every living creature as a potential threat - and only those who debase themselves before him have a chance of escaping his wrath.   His ultimate goal is to empty the multiverse of all other creatures, even his cultists. Free from any prospect of being betrayed or insulted, he can finally rest in a perfectly peaceful cosmos. According to one hypothesis, if Demogorgon were ever to achieve this end, his two heads would finally fight to the death, each devouring the other and leaving behind nothing but a void.  

Cultists

Demons comprise the majority of Demogorgon’s cultists, since he commands unmatched power in the Abyss. The mere sight of him anywhere in that realm can transfix lesser demons and instantly compel them to do his bidding.   In mortal realms, people can fall under his sway simply by laying eyes on a true copy of his symbol, crafted either by Demogorgon or one of his most powerful demonic followers. An individual exposed to such a symbol becomes an agent of Demogorgon, dedicated ever after to a life of lurking in the shadows, lashing out against unsuspecting victims and striking fear into those who discover the bodies left behind.  

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 darkened caverns.  

Lair Actions

On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects; he 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, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate 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 table below. 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 table below to determine the nature of the madness, which is a character flaw that lasts until cured.  
d100Flaw (lasts until cured)
1-20“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.”
81-100“I can’t allow anyone to touch anything that belongs to me. They might try to take it away from me!”
   

Demogorgon CR: 26 (90,000 XP)

Huge fiend (demon), chaotic evil
Armor Class: 22
Hit Points: 406 (28d12 + 224)
Speed: 50 ft , swim: 50 ft

STR

29 +9

DEX

14 +2

CON

26 +8

INT

20 +5

WIS

17 +3

CHA

25 +7

Saving Throws: Dex +10, Con +16, Wis +11, Cha +15
Skills: Insight +11, Perception +19
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Charmed, Exhausted, Frightened, Poisoned
Senses: Truesight 120 feet, Passive Perception 29
Languages: All, Telepathy 120 feet
Challenge Rating: 26 (90,000 XP)

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

  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, and knocked unconscious.

Actions

Multiattack. Demogorgon makes two tentacle attacks.   Tentacle. Melee Weapon Attack: +17 to hit, reach 10 feet, one target. Hit: 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 at random:

  • 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. 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.
  • 5-6. 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.

Reactions

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 feet, one target. Hit: 2d10 + 9 bludgeoning damage plus 2d10 necrotic damage.   Maddening Gaze. Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.

Alignment
Chaotic Evil
Children
Gender
Male

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