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Demogorgon, The Prince of Demons
huge fiend, chaotic evil
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 |
Traits
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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.
-
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.
Actions
- 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.
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.
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.
- 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.
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:
Regional Effects
The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects
- 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.
- 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.

Demogorgon, The Prince of Demons
huge fiend, chaotic evil
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 |
Traits
-
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.
-
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.
Actions
- 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.
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.
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.
- 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.
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:
Regional Effects
The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects
- 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.
- 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.

Demogorgon, The Prince of Demons
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.
Though they loathe each other, neither can exist without the other, and this unresolvable contradiction fuels Demogorgon’s incomprehensible madness. It is neither fully one nor the other, and as such, it defies all understanding.
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.