Kryx RPGThemesMonsters

Demogorgon

Huge fiend (demon)
Challenge
26 (90,000 XP)

STR
9
DEX
2
CON
8
INT
5
WIS
3
CHA
7

406
28d12+224
22
Soak
3
Fort
+16
Ref
+13
Will
+13
Defense note natural armor
Damage resistances cold, fire, lightning
Damage immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities charmed, exhausted, frightened, poisoned

Speed 15 m., swim 15 m.
Senses truesight 35 m., passive Perception 25
Skills Insight +11, Perception +15
Languages all, telepathy 35 m.

Dashing Strike. If the demogorgon uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Innate Spellcasting. Demogorgon’s spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells:

At will: detect magic, image (augmented to major image)

3/day each: dispel magic, fear, telekinesis

1/day each: feeblemind, project image

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.

Actions

Multiattack. Demogorgon makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +17 to hit, reach 3 m. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 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. Demogorgon turns his magical gaze toward one creature that he can see within 35 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

The demogorgon can take 2 legendary actions, choosing from the options below. 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 4.5 m. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.

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