5e:Demogorgon

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Varied
MM5, OotA, MotM
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Deific Summary

Demogorgon [1] [2] [3] [4] [5]
Prince of Demons, the Sibilant Beast, Master of the Spiraling Depths
Deific Type: Demon Lord
Portfolio:
Gender: Male
Alignment: Chaotic Evil
Domains:
Plane: Abyss (Gaping Maw)
Symbol: Forked Tail
Worshipers: Unstated
Pantheon: Demonic

Unofficial Description

Demogorgon is a demon lord. He commands the Gaping Maw, a layer of the Abyss. His usual appearance is a reptile-like torso, twin ape-like heads, tentacled arms, clawed feet, with a forked tail.

Demogorgon's Lair

Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw.[6] [7]

Lair Actions

When fighting inside its lair, an demogorgon can use lair actions. On initiative count 20 (losing initiative ties), the demon lord takes a lair action to cause one of the following effects; the demon lord can’t use the same effect two rounds in a row:

  • Darkness.
  • Illusory Duplicate.

Regional Effects

The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects:

  • Beguiling Realm. [8]
  • Frenzied Animals.
  • Madness. [9]
  • Venomous Beasts.

These effects fade over the course of 1d10 days.


Demogorgon as a Creature

Demogorgon (Individual) (Pointer) [1] [2] [3] [10] [11]
Huge Fiend  (Demons, Demon Lords), 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: Dex +10, Con +16, Wis +11, Cha +15
Skills: Insight +11, Perception +19
Damage Resistances: cold, fire, lightning
Damage Immunity: poison; bludgeoning, piercing, and slashing  that is nonmagical
Condition Immune: charmed, exhaustion, frightened, poisoned
Senses: truesight 120 ft., passive perception 29
Languages: all, telepathy 120 ft.
Challenge: 26 (90,000 xp)Proficiency Bonus (PB): +8

Features

Innate Spellcasting (OotA and MToF variants, Charisma). [12]

Legendary Resistance (3/Day). [13] If Demogorgon fails a saving throw, he can choose to succeed instead.

Magic Resistance. [13] The demon has advantage on saving throws against spells and other magical effects.

Magic Weapons (OotA and MToF variants). [13] [14] The demon has advantage on saving throws against spells and other magical effects.

Two Heads. [13] The demon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious. 

Actions

Multiattack.

Tentacle. [14] [15] Melee Weapon Attack

Gaze. [16]

Spellcasting (MotM variant only, Charisma). [12]

Legendary Actions

The fiend can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The fiend regains spent legendary actions at the start of its turn.

Gaze (MotM variant only). [16]

Maddening Gaze (OotA and MToF variants). [16]

Tail. [14] [15] Melee Weapon Attack

Cast a Spell (MotM variant only, Costs 2 Actions).

Unofficial Description: Demon lord with two heads and tentacle arms.


Madness of Demogorgon

The OotA and MToF list a chart of madness effects associated with Demogorgon.

Cultists of Demogorgon

MotM describes a trait that may be added to the stat blocks of cultists of Demogorgon.

Sources and Notes

  1. Chrstopher Perkms, et. al.. Out of the Abyss (5e) (2015). Wizards of the Coast. p. 236-237. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1
  2. Wizards RPG Team. Mordenkainen's Tome of Foes (5e) (2018-05-07). Wizards of the Coast. ISBN 978-0-7869-6624-0. p. 144-145. Licensed: © Wizards of the Coast (used under 'fair use' clause). 2.0 2.1
  3. Jeremy Crawford. Monsters of the Multiverse (5e) (2022-05-17). Wizards of the Coast. ISBN 978-0786967872. p. 89-90. Licensed: © Wizards of the Coast (used under 'fair use' clause). 3.0 3.1
  4. Monster Mythology p. 88. (2e) Licensed: © TSR Inc. (used under 'fair use' clause)
  5. domain (war, nature) — unofficial — user:Rlyehable Licensed: CC-BY-SA.
  6. OotA p.236-237
  7. MotM p.89-90
  8. MotM manifestation only
  9. OotA manifestation only
  10. Errata Out of the Abyss
  11. Variation (HP): The MotM variant has 464 hit points, the OotA version has more (496), and the MToF variant has less (406).
  12. Variant (Spellcasting): The OotA and MToF variant's Innate Spellcasting was moved to the Spellcasting action in the MotM version. 12.0 12.1
  13. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL. 13.0 13.1 13.2 13.3
  14. Variant (Magic Weapons/Tentacle): The MotM variant does not have the Magic Weapons feature, but does force damage instead of bludgeoning for the Tentacle attacks. 14.0 14.1 14.2
  15. Variation (Tenatlce/Tail): The Oota variant does more damage than the MTof and MotM versions. 15.0 15.1
  16. Variation (Gaze): The choice of gaze effects in the MotM variant is different from the OotA and MToF versions; MotM replacing the Insanity Gaze with the Confusing Gaze. 16.0 16.1 16.2

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