Demogorgon, The Prince of Demons
huge fiend, chaotic evil

Armor Class: 20 (natural armor)
Hit Points: 1000 ()
Speed: 60 ft., climb 60 ft., swim 60 ft.
Mod | Save | ||
---|---|---|---|
STR | 30 | +10 | +10 |
DEX | 18 | +4 | +15 |
CON | 30 | +10 | +21 |
Mod | Save | ||
---|---|---|---|
INT | 26 | +8 | +8 |
WIS | 24 | +7 | +18 |
CHA | 28 | +9 | +20 |
Skills: Insight +15, Perception +23
Damage Resistances: cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from non-magical attacks
Immunities: poison, psychic, charmed, frightened, paralyzed, stunned
Senses: Truesight 120 ft, Passive Perception 33
Languages: All, Telepathy 120 ft.
CR: 30 (155,000 XP); PB +9
Traits
Legendary Resistance (3/Day): If the Demogorgon fails a saving throw, it can choose to succeed instead.
Magic Weapons: The Demogorgon’s weapon attacks are magical.
Twin Consciousness: At the start of each of Demogorgon’s turns, roll a d6 to determine which head is dominant:
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1-3: Aameul’s Influence. Demogorgon favors cunning and deception. It has advantage on saving throws against spells and magical effects. Additionally, when it forces a creature to make an Intelligence, Wisdom, or Charisma saving throw, that creature has disadvantage.
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4-6: Hethradiah’s Influence. Demogorgon favors destruction and raw power. Its melee attacks deal an additional 20 () psychic damage, and creatures it reduces to 0 hit points explode in a burst of abyssal energy, forcing all creatures within 10 feet to make a DC 26 Constitution saving throw or take 22 () necrotic damage.
Abyssal Rebirth (1/Day): When the Demogorgon would be reduced to 0 hit points or killed, it is restored to full hit points, and it regains any expended uses of Legendary Resistance. The Demogorgon’s Mythic Actions become unlocked after it revives in this way.
Actions
Multiattack: The Demogorgon makes four attacks: two with its tentacles and two with its bite. Additionally it may use it's Gaze if available.
Tentacle: Melee Attack Roll: +19, reach 15ft. Hit: (54) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 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.
Bite: Melee Attack Roll: +19, reach 5ft. Hit: (43) piercing damage plus 21 () psychic damage.
Gaze (Recharge 5-6): The Demogorgon targets one creature it can see within 120 feet. The target must succeed on a DC 26 Wisdom saving throw or suffer one of the following effects (Demogorgon chooses the effect). The effect lasts until the start of the Demogorgon's next turn.
- Hallucinations. The target takes 40 () psychic damage and is paralyzed as it is overwhelmed by terrifying visions.
- Abyssal Haunting. The target takes 60 () psychic damage and is frightened. At the start of each of its turns, the target takes an additional 20 () psychic damage.
- Irresistible Domination. The target is charmed and regards the Demogorgon as its absolute master, following commands to the best of its ability.
Spellcasting: Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: ,
3/day each: , ,
1/day each: , ,
At will: ,
3/day each: , ,
1/day each: , ,
Legendary Actions
The Demogorgon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn.
Tail Sweep: Melee Attack Roll: +19, reach 15ft. Hit: (43) bludgeoning damage, and the target must succeed on a DC 27 Strength saving throw or be knocked prone.
Psychic Lash: The Demogorgon targets one creature it can see within 120 feet. The target must succeed on a DC 26 Intelligence saving throw or take 55 () psychic damage and be stunned until the end of its next turn.
Abyssal Step: The Demogorgon teleports up to 120 feet to an unoccupied space it can see.
Mythic Actions
Once Abyssal Rebirth activates, the Demogorgon gains access to the following Mythic Actions. It can use 3 Mythic Actions per round, but only one can be used at the end of another creature’s turn.
Tentacle Frenzy: The Demogorgon makes three tentacle attacks against any creatures within 15 feet of it.
Madness Unleashed (Costs 2 actions): The Demogorgon erupts with mind-breaking power, forcing all creatures of its choice within 120 feet to make a DC 26 Wisdom saving throw.
- On a failure, a creature is affected as if by the confusion spell (no concentration) until the start of the Demogorgon’s next turn.
- Creatures that fail the save by 10 or more immediately use their reaction to make a melee or ranged attack against a random creature within range.
Abyssal Gaze (Costs 3 actions): The Demogorgon instantly recharges its Gaze of the Abyss and uses it.
Lair Actions
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 confusion 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.On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Darkness: Demogorgon casts the spell four times, targeting different areas with the spell. Creatures who end their turn inside the darkness must make a DC 26 Wisdom saving throw or take 22 () psychic damage. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round.
Illusory Duplicate: Demogorgon creates an illusory duplicate of himself, which appears in his 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 an object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears.
Abyssal Fracture: The ground warps and fractures as reality bends. Each creature of Demogorgon’s choice within 60 feet must make a DC 26 Dexterity saving throw or fall prone as the terrain violently shifts. All terrain within the area is considered difficult terrain until the next initiative count 20.
Madness Unleashed: Each creature within 60 feet of Demogorgon that is concentrating on a spell must make a DC 26 Intelligence saving throw. On a failure, their concentration is broken as their mind is overwhelmed with visions of chaos.
Distorted Reality: Demogorgon targets up to three creatures it can see within 120 feet. Each target must make a DC 26 Charisma saving throw. On a failure, they experience a powerful hallucination, believing themselves to be in an entirely different environment. They are blinded and deafened until the end of their next turn.
Regional Effects
The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effectsMadness of the Twin Minds: Any creature that finishes a long rest within 10 miles of Demogorgon’s lair must make a DC 26 Wisdom saving throw. On a failure, the creature gains a form of short-term madness for minutes. If it fails by 5 or more, it instead gains a form of indefinite madness (DM’s choice).
The World Twists and Writhes: Within 5 miles of the lair, the environment is in constant, unsettling flux.
- Water flows upward.
- Plants squirm like living creatures.
- The sky shifts unpredictably between colors and patterns.
- Paths, landmarks, and even structures change position seemingly at random, making navigation nearly impossible without magical assistance.
Abyssal Chorus: Within 1 mile of Demogorgon’s lair, the air thrums with whispered blasphemies and discordant howls, the voices of countless tormented souls. These voices warp the very nature of magic, making spellcasting unpredictable.
- Whenever a creature casts a spell of 1st level or higher, roll a d10. On a roll of 1, the spell fails and the creature takes psychic damage equal to twice the spell’s level.
- Any illusion spell of 3rd level persists indefinitely unless dispelled.
Frenzied Animals: Beasts within 1 mile of the lair become frenzied and violent—even creatures that are normally docile. Within that area, any ability check involving Animal Handling has disadvantage.
Notes
A towering nightmare given form, Demogorgon stands over 25 feet tall, a grotesque fusion of reptile, cephalopod, and fiend. Its two baboon-like heads, Aameul and Hethradiah, leer with swirling, multicolored eyes, radiating an unnatural, hypnotic light. These heads move independently, sometimes in eerie unison, sometimes twisting to snarl and snap at each other, as if locked in an eternal struggle for dominance.Its body is thick with muscle, covered in blackened, abyssal scales that shimmer with a sickly sheen. Its long, sinuous arms end in massive, thrashing tentacles, their barbed suckers glistening with unnatural fluid. It stands on powerful, taloned legs, its stance both beastly and eerily regal. A coiling, ridged tail trails behind it, stirring the air like a serpent sensing its next meal. Wherever it walks, the ground cracks and the air itself distorts, as if the world rejects its presence.
A Mind at War with Itself
Demogorgon is chaos made flesh, but unlike lesser demons that mindlessly crave destruction, it is burdened with intelligence—two minds, each seeking to control the other.- Aameul, the cunning one, delights in subversion and manipulation, weaving plans that span centuries. It seeks to corrupt and enslave, bending all things to its will not through brute force, but through madness and slow decay.
- Hethradiah, the beast, is an engine of pure destruction, driven by instinct and fury. It has no patience for schemes or whispers; it seeks only to rip, tear, and annihilate all that stands before it.
The Madness of the Abyss
Where Demogorgon walks, reality itself bends. The mere sight of it drives mortals to madness, twisting their minds into something unrecognizable. The strongest warriors become slavering beasts, the wisest scholars descend into gibbering paranoia, and the most devout question the very nature of their gods.Even demons, creatures born of chaos and sin, fear Demogorgon. It is not simply a warlord or a tyrant—it is a force of unmaking, a being that does not seek conquest, but transformation. To serve Demogorgon is to lose oneself entirely, to become something else, something unfathomable.
The Endless War for Dominion
Demogorgon cares little for the petty squabbles of mortals, but its influence reaches everywhere. It whispers to kings and prophets, turning order into madness, civilization into chaos. Entire kingdoms have fallen to its slow corruption, their rulers tearing each other apart in maddened bloodshed, their people left as hollow husks of their former selves.Yet, Demogorgon’s greatest enemies are not mortals, but the other demon lords of the Abyss. Each seeks to rule the infinite layers of their domain, but none can match Demogorgon’s brutality and cunning combined. Orcus, Graz’zt, and countless others have sought to destroy it, yet none have succeeded. The Abyss itself shudders under Demogorgon’s influence, a realm that should be lawless and ever-shifting, yet constantly bends toward his twisted, unknowable will.
Some believe that Demogorgon cannot be destroyed, that even if its form is cast down, it will return—reborn through sheer force of madness. Perhaps it was never meant to die, for it is not merely a demon, but a concept given form, a manifestation of chaos, destruction, and insanity itself.
To stand before Demogorgon is to stand before the end of reason, the death of order, the undoing of all that is known. And once its twin gazes fall upon you, there is no escape.
The Immortal Prince of Demons
If Demogorgon is slain and does not have its Abyssal Rebirth trait available, its body is destroyed, but its essence is not. Over the next years, Demogorgon’s form slowly coalesces in the Abyss, drawn back together by the chaotic energies of the plane. Once it fully reforms, it returns with all its power intact, continuing its endless war for supremacy.Tags:fiendtruesightevillower planes