Page 145 - Mordenkainen's Tome of Foes Deluxe
P. 145

Similarly, the spiraling Y sign of Demogorgon's cult
                                                                can inspire madness in those who contemplate it for too
           Prince of Demons, the Sibilant Beast, and Master of the
                                                                long. All the followers of the Prince of Demons go mad,
           Spiraling Depths, Demogorgon is the embodiment of
                                                                sooner or later.
           chaos, madness, and destruction, seeking to corrupt all
           that is good and undermine order in the multiverse, to
           see everything dragged howling into the infinite depths
                                                                Demogorgon makes his lair in a palace called Abysm,
           of the Abyss.
                                                                found on a layer of the Abyss known as the Gaping Maw.
             The demon lord is a meld of different forms, with a
                                                                Demogorgon's lair is a place of madness and duality;
           saurian lower body and clawed, webbed feet, as well as
                                                                the portion of the palace that lies above water takes
           suckered tentacles sprouting from the shoulders of a
           great apelike torso, surmounted by two hideous simian   the form of two serpentine towers, each crowned by
           heads, named Aameul and Hathradiah, both equally    a skull.shaped minaret. There, Demogorgon's heads
           mad. Their gaze brings madness and confusion to any   contemplate the mysteries of the arcane while arguing
           who confront it.                                     about how best to obliterate their rivals. The bulk of
                                                                this palace extends deep underwater, in chill and dark-
                                                                ened caverns.
           DEMOGORGON                                          Tentacle. Me/ee Weapon Attack: +17 to hit, reach 10 ft., one
           Huge fiend (demon), chaotic evil                    target. Hit: 28 (3dl2 + 9) bludgeoning damage. If  the target
                                                               is a creature, it must succeed on a DC 23 Constit~tion saving
           Armor Class 22 (natural armor)                      throw or its hit point maximum is reduced by an amount equal
           Hit Points 406  (28d12 +224)                        to the damage taken. This reduction lasts until the target fin-
           Speed 50 ft., swim 50 ft.                           ishes a long rest. The target dies if its hit point maximum is
                                                               reduced to 0.
              STR    DEX     CON     INT    WIS     CHA
                                                               Gaze. Demogorgon turns his magical gaze toward one creature
            29 (+9)   14 (+2)   26 (+8)   20 (+5)   17 (+3)   25 (+7)
                                                               that he can see within 120 feet of  him. That target must make
                                                               a DC 23 Wisdom saving throw. Unless the target is incapac-
           Saving Throws Dex +10, Con +16, Wis +11, Cha +15
                                                               itated, it can avert its eyes to avoid the gaze and to automat-
           Skills Insight +11, Perception +19
                                                               ically succeed on the save. If  the target does so, it can't see
           Damage Resistances cold, fire, lightning
                                                               Demogorgon until the start of  his next turn. If  the target looks
           Damage Immunities poison; bludgeoning, piercing, and
             slashing that is  nonmagical                      at him in the meantime, it must immediately make the save.
                                                                 If the target fails the save, the target suffers one of  the follow-
           Condition Immunities charmed, exhaustion, frightened,
             poisoned                                          ing effects of Demogorgon's choice or at random:
           Senses truesight 120 ft., passive Perception 29
                                                               1. Beguiling Gaze. The target is stunned until the start of
           Languages all, telepathy 120 ft.
                                                                 Demogorgon's  next turn or until Demogorgon is no longer
           Challenge 26 (90,000 XP)
                                                                 within line of  sight.
                                                               2. Hypnotic Gaze. The target is charmed by Demogorgon until
           Innate Spel/casting.  Demogorgon's spellcasting ability is Cha·   the start of Demogorgon's next turn. Demogorgon chooses
           risma (spell save DC 23). Demogorgon can innately cast the   how the charmed target uses its actions, reactions, and
           following spells, requiring no material components:   movement. Because this gaze requires Demogorgon to focus
                                                                 both heads on the target, he can't use his Maddening Gaze
           At will: detect magic, major image
                                                                 legendary action until the start of  his next turn.
           3/day each: dispel magic.fear, telekinesis
                                                               3. Insanity Gaze. The target suffers the effect of  the confusion
           1/day each:feeblemind, project image
                                                                 spell without making a saving throw. The effect lasts until the
           Legendary Resistance (3/Day).  If Demogorgon fails a saving   start of Demogorgon's next turn. Demogorgon doesn't need
           throw, he can choose to succeed instead.              to concentrate on the spell.
           Magic Resistance. Demogorgon has advantage on saving
                                                               LEG ENDARY A CTIONS
           throws against spells and other magical effects.
                                                               Demogorgon can take 2 legendary actions, choosing from
           Magic Weapons. Demogorgon's weapon attacks are magical.   the options below. Only one legendary action option can be
                                                               used at a time and only at the end of  another creature's turn.
           Two Heads.  Demogorgon has advantage on saving throws
                                                               Demogorgon regains spent legendary actions at the start
           against being blinded, deafened, stunned, or knocked
                                                               of  his turn.
           unconscious.
                                         ·-                    Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
           ACTIONS                                               Hit: 20 (2dl0 + 9)  bludgeoning damage plus 11  (2dl0) ne-
                                                                crotic damage.
           Multiattack. Demogorgon makes two tentacle attacks.
                                                               Maddening Gaze. Demogorgon uses his Gaze action, and must
                                                         •       choose either the Beguiling Gaze or the Insanity Gaze effect.
           CHAPTER  6  I BESTIARY
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