DemogorgonHuge fiend (demon)
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.
Spellcasting. The demogorgon uses Divinity (Cha) to cast spells (spell save DC 23, +15 to hit with spell attacks). It has 25 mana, a mana limit of 5, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
2 mana: dispel magic
4 mana: feeblemind
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Tentacle. Melee Weapon Attack: +17 to hit, reach 2 m. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Fortitude saving throw or its maximum health 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 maximum health is reduced to 0.
Gaze (1/turn). Demogorgon turns his magical gaze toward one creature that he can see within 20 meters of him. That target must make a DC 23 Will 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:
- Beguiling Gaze. The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight.
- 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.
- 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 (2)
Only one legendary option can be used at a time and only at the end of another creature’s turn. The demogorgon regains spent legendary actions at the start of its turn.
Maddening Gaze. Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.
Tail. Melee Weapon Attack: +17 to hit, reach 3 m. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.
On initiative count 20 (losing initiative ties), the demogorgon takes a lair action to cause one of the following effects; the same effect can’t be used 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 1 mana, 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.
The region containing the demogorgon's lair is warped by the demogorgon’s magic, which creates one or more of the following effects:
The area within 10 kilometers of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous animals.
Animals within 2 kilometers of the lair become violent and crazed-even creatures that are normally docile.
If a humanoid spends at least 1 hour within 2 kilometers of the lair, that creature must succeed on a DC 23 Will 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.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9