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

