Medium monstrosity, Unaligned
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 60 (8d8 + 24) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 16 (+3) | 3 (-4) | 12 (+1) | 5 (-3) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 60 ft., passive Perception 13 |
| Languages | — |
| Challenge | 4 |
The demogorgon has advantage on Wisdom (Perception) checks that rely on smell.
The demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage, this trait doesn't function at the start of the demogorgon's next turn. The demogorgon dies only if it starts its turn with 0 hit points and doesn't regenerate.
The demogorgon makes three attacks: one with its bite and two with its claws.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Huge fiend (demon), Chaotic Evil
| Armor Class | 22 (natural armor) |
|---|---|
| Hit Points | 464 (32d12 + 256) |
| Speed | 50 ft., swim 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 14 (+2) | 26 (+8) | 20 (+5) | 17 (+3) | 25 (+7) |
| Saving Throws | Cha +15, Con +16, Dex +10, Wis +11 |
|---|---|
| Skills | Insight +11, Perception +19 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison; bludgeoning, piercing, slashing from nonmagical attacks |
| Condition Immunities | charmed; exhaustion; frightened; poisoned |
| Senses | truesight 120 ft., passive Perception 29 |
| Languages | all, telepathy 120 ft. |
| Challenge | 26 |
If Demogorgon fails a saving throw, he can choose to succeed instead.
Demogorgon has advantage on saving throws against spells and other magical effects.
Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Demogorgon makes two Tentacle attacks. He can replace one attack with a use of Gaze.
Melee Attack Roll: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) force 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.
Demogorgon turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6):
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: Confusing 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.
5–6: Hypnotic Gaze
The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its action, reaction, and movement.
Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing Gaze.
Melee Attack Roll: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.
Demogorgon uses Spellcasting.
Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: detect magic, major image
3 each/day: dispel magic, fear, telekinesis
1 each/day: feeblemind, project image
Huge fiend (demon), Chaotic Evil
| Armor Class | 22 (natural armor) |
|---|---|
| Hit Points | 406 (28d12 + 224) |
| Speed | 50 ft., swim 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 14 (+2) | 26 (+8) | 20 (+5) | 17 (+3) | 25 (+7) |
| Saving Throws | Cha +15, Con +16, Dex +10, Wis +11 |
|---|---|
| Skills | Insight +11, Perception +19 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison; bludgeoning, piercing, slashing that is nonmagical |
| Condition Immunities | charmed; exhaustion; frightened; poisoned |
| Senses | truesight 120 ft., passive Perception 29 |
| Languages | all, telepathy 120 ft. |
| Challenge | 26 |
If Demogorgon fails a saving throw, he can choose to succeed instead.
Demogorgon has advantage on saving throws against spells and other magical effects.
Demogorgon's weapon attacks are magical.
Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Demogorgon makes two tentacle attacks.
Melee Attack Roll: +17 to hit, reach 10 ft., one target. Hit: 28 (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.
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 of Demogorgon's choice or at random:
1. Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.
2. 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.
3. 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.
Melee Attack Roll: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.
Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.
Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:
At will: detect magic, major image
3 each/day: dispel magic, fear, telekinesis
1 each/day: feeblemind, project image