Demogorgon
Huge Fiend (Demon), Chaotic Evil
Challenge Rating: 26 (90,000 XP)
Source: Out of the Abyss (2015)
Stats
- AC: 22 (natural armor)
- HP: 496 (34d12 + 272)
- Speed: 50 ft., swim 50 ft.
- Saves: Dex +10, Con +17, Wis +14, Cha +14
- Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical weapons
- Damage Immunities: Poison
- Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
- Senses: Truesight 120 ft., Passive Perception 23
- Languages: Abyssal, telepathy 120 ft.
Abilities
- Two Heads. Advantage on saving throws vs. being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
- Innate Spellcasting. (Charisma-based) Includes detect magic, major image, telekinesis, feeblemind, and teleport.
- Legendary Resistance (3/day). Automatically succeed a failed saving throw.
Actions
Multiattack. Demogorgon makes two tentacle attacks.
Tentacle.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 28 (3d10 + 12) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or have its flesh warped, reducing its ability scores.
Gaze. (Recharge 5–6) Each head targets a creature it can see within 120 feet:
- Beguiling Gaze: Charm
- Hypnotic Gaze: Stun
- Insanity Gaze: Madness
Targets must make a DC 23 Wisdom saving throw.
Legendary Actions (3/round)
- Tail Attack: Melee attack, 3d10+12 damage
- Gaze: Use one of its gaze powers
- Unnerving Mask (Costs 2): Forces Wisdom saves on creatures within 30 feet or become frightened
Description
The Demogorgon is chaos and destruction made flesh—a towering, reptilian demon with two simian heads, writhing tentacles for arms, and a madness that infects all who witness it. Each head is its own mind—Aameul and Hethradiah—locked in eternal conflict, yet bound within one body. Its presence warps reality and drives mortals mad.
Demogorgon is known as the Prince of Demons, ruling over the layer of the Abyss known as Ghehena or the Gaping Maw.
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