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The wonderful two-headed thing which dwells below has several titles, such as Prince of Demons, Sibilant Creature, and Master of the Spiraling Depths.

Numerous people praise him, gaining power and only discovering craziness and loss of consciousness. Plenty of others fear him but only communicate his title in whispers: Demogorgon.

Welcome to our guidance on one of the scariest opponents in DnD, a legendary bad guy who evaluates from among the scariest entities in the vast universe.

So buckle out. Presently, we’ll offer you the rundown on the BBEG who might eat Strahd, Vecna, and feasibly Tiamat for breakfast if we started asking…

Who is demogorgon DnD?

Demogorgon belongs to the DnD multiverse’s greatest strong demons. Clawed, webbed feet, and leathery saurian legs result in an enormous ape’s torso with crawling tentacle arms.

Twin baboon faces labeled Aameul and Hathradiah perch atop this monstrosity, their eyelids lit from the inside by burning hellfire. To see the Demogorgon is to experience a chimeric, cosmic horror.

His look is so scary that just searching at representations of him creates fits of madness, and people who worship him as just a god are all ultimately divorced from real life, going to lead to an irreversible psychological breakdown. Demogorgon is a genuine and unending chaotic entity. His quiet presence unfolds reality’s fabric, twisting and buckling physical principles into heinous perversions of the social law.

His hostility to life is equally all-consuming, and his main objective is to devastate all other types of existence in the universe. Scarily, Demogorgon dnd is now almost definitely strong enough even to achieve this goal.

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His plan to wipe out the whole of creation from the inside of a roiling vortex of randomness and devastation has not yet succeeded because his focus is partitioned. His (ego) description of “Prince of Demons” pits him against all other, extremely devil lords, especially Orcus, the Demon Prince of Undeath.

The two evil spirits are stuck in a continuous blood feud and dedicate a huge chunk of their sources of energy and followers to fighting countless, horrific proxy wars.

Even so, Demogorgon dnd is probably strong enough to eradicate Orcus completely. But even so, the demon lord’s two systems — Aameul and Hathradiah — despise one another nearly as much as they truly hate everything else, and their constant fighting, to just not notice plans to murder each other (thus obtaining total control of about there mutual body), commonly weaken Demogorgon’s loftier strategies.

Demogorgon’s Emergence:

Demogorgon, like many other DnD monsters, is based on Greek mythology. More accurately, the name Demogorgon believes to have come from a misinterpretation of Greek mythology during Dark Ages.

A monk in the fourth century most likely misread the phrase demiurge (meaning one of the figures in a Neoplatonic school of philosophy responsible for the creation of the universe) and came up with Demogorgon.

Demogorgon developed from a child of the Roman god Jupiter to either a strong spirit or at last to a demon in the traditional Christian sense during the late Medieval period.

And since, Demogorgon dnd has emerged in creations such as Milton’s Paradise Lost, Doctor Faustus, and Voltaire’s strange short story “Plato’s Dream,” in which he is claimed to have invented the Earth.

His presence in Stranger Things stems from his subsequent creation as a DnD villain. Demogorgon first showed up in the initial edition of DnD in 1976 as part of the game’s third top-up, Eldritch Wizardry (also the supplement that introduced Orcus, the mind flayer, and the Hand and Eye of Vecna).

He has emerged throughout every version of DnD since then, with remarkable looks including the massively high AD&D adventure Throne of Bloodstone and also the 5e Underdark campaign Out of the Abyss.

Where Is Demogorgon DnD Lives Permanently?

Demogorgon comes from the Gaping Maw, the 88th surface of the Abyss. He lives inside a vast, briny sea scattered with huge increases of dark stone. Aboleths as well as other strange, warped creatures of depth live in this cyclopean environment.

He wanders in waist-high water, strolling and back and forth from his twin tower, Abysm, which is reached by giant skulls and focuses his dread spellcasting skills.

Even so, wherever Demogorgon dnd spends a certain amount of time, his very existence begins to have an impact on the surrounding region.

Provincial demogorgon dnd Impacts:

Demogorgon’s lair effects by his miracles, distort reality and going to cause major impacts. All Charisma (Persuasion) and Charisma (Performance) inspections have drawbacks within 6 miles of the lair since all Charisma (Deception) and Charisma (Intimidation) inspections have benefits.

Desperate Animals: Beasts inside a mile of the lair are becoming frenzied and violent, even when they are ordinarily docile. Any capacity check concerning Animal Handling has limitations in that area.

Venomous Beasts: Poisonous snakes as well as other venomous Beasts overpopulate the region within 6 miles of the lair. If Demogorgon passes away, these effects will fade for more than 1d10 days.

Demogorgon combat:

Demogorgon gets a stat block during Out of the Abyss since you’re not assumed to fight him; your 3rd-level characters are expected to sit back and enjoy the spectacle as he roams through a lake and consumes an entire village of Kuo Toa.

He was recently rewritten for the fresh Mordenkainen Presents Monsters of the Multi-verse sourcebook, which also simplifies a few of his skills and makes him more of a melee-range beast than you may expect.

Even though he is a more subtle foe as you’d assume from a task rating of 26, combating Demogorgon head-on is something only very strong (and/or very crazy) groups of explorers decide to do.

See what this demon lord adds to the initiative order.

Demogorgon:

Chaotic Evil, Huge Fiend (Demon)

  • AC: 22 (natural armor) (natural armor)
  • Hit Points ; 464 (32d12 + 256)
  • Speed;  50 ft., run 50 ft.

STR 29 +9, DEX 14 +2, CON 26 +8, INT 20 +5, WIS 17 +3, CHA 25 +7

Saving throws; Dex +10, Con +16, Wis +11, Cha +15

Skills: Perception +19, Insight +11.

Damage Resistance; Cold, fire, and lightning

Damage Immunities: Poison; nonmagical bludgeoning, piercing, and slashing

Condition Immunities: Charmed, tired, terrified, poisoned

Senses; Truesight 120 ft., Passive Perception 29 ft.

Languages: All, 120-foot telepathy

Challenge; 26th (90000 XP)

Proficiency Bonus; +8

Legendary Resistance (3/Day); Demogorgon may choose to succeed if he fails a saving throw.

Magic Resistance; Demogorgon gains a +2 bonus to saving throws against spells and other magical effects.

Two heads. Demogorgon has an advantage against being blinded, deafened, stunned, or knocked unconscious on saving throws.

Acts:

Multiattack. Demogorgon attacks with two Tentacles. He can use Gaze to replace one of his attacks.

Tentacle. Melee Weapon Attack: +17 to hit, 10 ft. range, one target. Force damage: 28 (3d12 + 9)

If the goal is a creature, it must start making a DC 23 Constitution saving throw or have its hit point maximum lowered by the amount of damage taken.

This lowering will last until the target has finished a long rest. If the target’s hit point maximum reduces to 0, it dies.

Gaze. Demogorgon directs his magical gaze toward a creature within 120 feet of him. The target must succeed on a Wisdom Saving throw of DC 23 or suffer one of the following effects (pick one or roll a d6):

1-2: Beguiling Gaze; The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is out of range.

3-4: Confusing Gaze; Without attempting to make a saving throw, the target is influenced by the confusion spell. The lasts until Demogorgon’s next turn starts. Demogorgon is not required to focus on the spell.

5-6: The Hypnotic Gaze; Demogorgon delights the target until the start of Demogorgon’s next turn. Demogorgon limits the charmed target’s action, response, and motion.

Spellcasting. Demogorgon casts any of the following spells, that also require no material components and are placed with Charisma (Spell Save DC 23):

Detect magic, major photo at will

3/day: Dispel magic, fear, and telekinesis

1 day each; Feeblemind, project image

Normal Activities:

Demogorgon can perform multiple legendary actions from the list below. Just one legendary action option can be employed at a time, and it needs to be used at the close of another creature’s turn.

At the start of his turn, Demogorgon regains spent legendary actions.

Gaze. Demogorgon hires Gaze and must decide between Beguiling Gaze and Confusing Gaze.

Tail. Melee Weapon Attack: +17 to hit, 15 ft. range, one target. Hit: bludgeoning damage of 20 (2d10 + 9) plus necrotic damage of 11 (2d10).

Casts a Spell (Costs 2 Actions). Demogorgon makes use of Spellcasting.

So, aside from an incredibly big pool of hit points, Demogorgon isn’t particularly disturbing at first glance.

He loses the massive AoE attack of such an ancient dragon or great wyrm. Also, he does not possess as many instant-suck spells as a lich with Power Word Kill. He only strikes twice per round. To be confident, the highest hit point reduction is frightening, but it’s precisely what spells like Greater Restoration were planned for.

Sometimes mid-tier creatures have “claw-claw-bite,” so even though Demogorgon dnd has only “slap-slap-???.”

Moreover, as you drill down into the consequences of this stat block, this becomes clear that all this huge, crying, tentacled baboon-dinosaur fusion is a surprisingly subtle, advanced combatant. The majority of Demogorgon’s toolkit plan is either to disable or turn his enemies’ abilities against them.

Suggest feeblemind (which, once every day, can lessen a monster’s Intellect and Charisma to 1), remove magic, fear, Beguiling Gaze, and Troubling Gaze (these last pair have a particularly horrific rescuing throw and then almost assure that their target won’t be doing whatever they’re intending to complete until the next).

If used properly, they all can take an opponent out of the game. There’s also the truly dangerous stuff. Hypnotic Gaze would almost definitely put a 20th-level character under the Demogorgon’s grasp for a whole turn.

This is enough time for such a fighter to murder the party wizard with five prolonged attacks, or for the wizard to forever remove the fighter with disperse. Demogorgon is a disturbingly slipping foe and much more interesting to run as a dungeon master than a huge amount of real high creatures, even with the eventual tide of minions and cultists migrating to protect him.

Demogorgon #2

Demogorgon Cults and Avatars: A More Helpful Monster:

“Your Demon Lord Doesn’t Need That Several Hit Dice,” by Joseph Manola of Against the Wicked City, is a wonderful blog post.

Manola starts the piece by mentioning that, whereas player characters’ power levels and hit-point pools have undoubtedly enhanced over the game’s four versions, “they weren’t the real winners.” The high-level monsters were the biggest winners.”

His point is also that high-level monsters in DnD 5e are now so overwhelming that they’re not especially beneficial or interesting as gameable content. To use Demogorgon as an example, in the initial edition of Monster Guide, Demogorgon dnd was the largest and also most dangerous entrance, with… a total of 200 hit points.

For contrast, the arch-devil Asmodeus had 199, Orcus had 120, and in 1e DnD, you might kill yourself a Balor with the ability to deal 100 hit points of harm.

Doesn’t that seem more… attainable than 5e Demogorgon, a near-godlike entity with 464 hit points on average? He’s no longer the biggest thing out there. Tarrasque has over 200 horsepower more than Demogorgon. All of this leads me to believe that, unless you’re playing an ultra-high-level game, which very few people do, the only goal of these monsters is to rampage through background cutscenes.

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They’re DnD’s equivalent of a J.J. Abrams sky beam.

Something pretty to look at while the heroes try to derail a ritual, perform a ritual, or put the right MacGuffin into the right slot on the giant MacGuffin-powered machine that will stop the great big monster in the background. And that’s all right. However, it appears to be a waste.

A group of 20th-level heroes chewing through the 400+ hit points of demon lord would probably be boring. However, this is more of a problem with high-level play than with Demogorgon himself. Demogorgon is an interesting monster, and I want to give my players the option to battle him despite all of them being 20th-level.

As a result, allow me to present the Avatar of Demogorgon, a reduced monster that even an evil wizard could summon and unlock on a group of explorers as low as 5th level.

Demogorgon’s Avatar:

Chaotic Evil, Large Fiend (Demon)

AC: 14 (natural armor) (natural armor)

Hit Points; 80

Speed;  50 ft., run 50 ft.

DEX 14 (+2), CON 20 (+5), INT 18 (+4), WIS 13 (+1), CHA 14 (+2)

Damage resistance; include fire, bludgeoning, piercing, and slashing.

Damage Impurities; Poison

Condition Immunities: Charmed, exhausted, terrified, poisoned

Senses; Darkvision 120 feet, Passive Perception 14 feet

Languages: All, 60-foot telepathy

Proficiency Bonus; +4

Magic Resistance;  Demogorgon gains a +2 bonus to saving throws against spells and other magical effects.

Two heads. Demogorgon is a benefit from being blinded, deafened, astonished, or knocked unconscious on saving throws.

ACTIONS:

Multiattack. Demogorgon attacks with two Tentacles. If Gaze is not on cooldown, he can substitute one attack with it.

Tentacle. Melee Weapon Attack: ++8 to hit, 10 ft. range, one target Bludgeoning damage of 28 (3d12 + 9) on hit.

Gaze (recharge 5-6). Demogorgon directs his magical gaze toward a creature within 30 feet of him. The goal must make a DC 14 Wisdom saving throw or suffer one of the following effects (roll a d6):

1-2: Beguiling Gaze; The target stun until the start of Demogorgon’s next turn or until Demogorgon is out of range.

3-4: Terrifying Gaze; Look Without creating a saving throw, the target is influenced by the fear spell. They will last until Demogorgon’s next turn begins.

5-6: The Hypnotic Gaze; Demogorgon charms the target until the start of Demogorgon’s next turn. Demogorgon controls the magical target’s action, response, and motion.

Spellcasting. Demogorgon casts any of the following spells, that also require no material components and thus are cast with Charisma (Spell Save DC 16):

At will: Magic detectors, silent image

1/day: Dispel magic, fear, and telekinesis

Ideally, you can use this to offer your players’ lower-level characters a taste of how it feels to battle the Demogorgon.

Perhaps an evil wizard or cult can summon it, or maybe a devoted follower can convert themselves into one.

According to the Demogorgon entry in Monsters of the Multiverse, “Demogorgon’s followers seem to be typically lone murderers push by their master’s quiet voice.” His greatest favored disciples gain the Two Minds of Chaos trait.”

Two minds of Chaos- All Intellectual ability, Wisdom, and Charisma rescuing throws benefit this creature.

Maybe a truly “blessed” Demogorgon acolyte might turn into a warped perception of the demon lord himself with plenty of whispering, mad devotion, and ritual murder.

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