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<blockquote data-quote="dave2008" data-source="post: 8988778" data-attributes="member: 83242"><p>[ATTACH=full]281564[/ATTACH]</p><p><a href="https://www.deviantart.com/davesrightmind/art/Demogorgon-Menace-799911869" target="_blank">Demogorgon-Menace</a> by Davesrightmind</p><p></p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Demogorgon, Prince of Demons (WIP)</span></strong></td><td><strong>Challenge</strong> 30</td></tr><tr><td><em>Huge fiend (demonlord), chaotic evil</em></td><td>310,000 Elite XP</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 20 (Natural Armor)</p><p><strong>Hit Points</strong> 990 (60d12 + 600; bloodied 495)</p><p><strong>Speed </strong>80 ft., climb 60 ft., fly 80 ft., swim 80 ft.</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>30 (+10)</td><td>30 (+10)</td><td>30 (+10)</td><td>30 (+10)</td><td>26 (+8)</td><td>29 (+9)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> Str + 19, Dex +19, Con +19, Wis +17</p><p><strong>Skills </strong>athletics +28, arcana +19, insight +17, intimidation +27, perception +26</p><p><strong>Damage Resistances </strong>cold, fire, lightning</p><p><strong>Damage Immunities</strong> necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, petrified, poisoned</p><p><strong>Senses </strong>truesight 600 ft., Passive Perception 36</p><p><strong>Languages </strong>all, telepathy 360 ft.</p><p><strong>Proficiency Bonus</strong> +9 <strong>Maneuver DC</strong> 27</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>Abyssal Might. </em></strong>While in the Abyss, Demogorgon's attacks ignore all resistances of creatures with less than 20 hit dice and it scores a critical hit on a roll of 17 or greater.</p><p></p><p><strong><em>Demon Prince (Elite Trait; 1/Rest). </em></strong>The first time Demogorgon is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour.</p><p></p><p><em><strong>Banishment.</strong></em> When Demogorgon drops to 0 hit points, and he is not on the Gaping Maw , his body is destroyed but his essence travels back to his domain in the Gaping Maw, and is unable to take physical form for a time.</p><p></p><p><em><strong>Immutable Form.</strong></em> Demogorgon is immune to any spell or effect that would alter its form.</p><p></p><p><strong><em>Limited Magic Immunity. </em></strong>Demogorgon is immune to cantrips.</p><p></p><p><strong><em>Lord of the Maw.</em></strong> While on Gaping Maw, Demogorgon can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.</p><p></p><p><strong><em>Prince of Madness. </em></strong>Creatures that end their turn within 120 feet of Demogorgon must make a DC 27 Intelligence saving throw or suffer one short-term madness. When the the short-term madness ends the creature must make an additional saving throw, contracting a long-term madness on a failure.</p><p></p><p><em><strong>Siege Monster.</strong></em> Demogorgon deals double damage to objects and structures.</p><p></p><p><em><strong>Two Heads.</strong></em> Demogorgon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.</p><p></p><p><strong><u>ABYSSAL ACTIONS</u></strong></p><p>Demogorgon can take 5 Abyssal Actions, choosing from the options below. It can use one Abyssal Action option its turn and additionally at the end of each creature's turn. Any unused Abyssal Actions can be taken at the end of the round. Demogorgon regains spent Abyssal Actions at the start of its turn.</p><p></p><p><em><strong>Abyssal Step.</strong></em> Demogorgon can move half its speed without provoking opportunity attacks or teleport, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space they can see.</p><p></p><p><strong><em>Gnashing Jaws.</em></strong> <em>Melee Weapon Attack.</em> +19 to hit, reach 5 ft., one creature grappled or charmed by Demogorgon, or incapacitated or restrained, or one Larger or bigger creature. <em>Hit</em>. 53 (6d10 + 20) magical piercing damage.</p><p></p><p>If Demogorgon has advantage on the attack roll, and both rolls hit, the attack deals and additional 33 (6d10) damage.</p><p></p><p><strong><em>Fling. </em></strong>Demogorgon throws on Large or smaller creature, or object, they are grappling ,or holding, up to 80 ft in a direction of their choosing. The target lands prone and takes 28 (8d6) bludgeoning damage if it strikes a solid surface.</p><p></p><p>If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.</p><p></p><p><em><strong>Gaze.</strong></em> Demogorgon turns his magical gaze toward one creature they can see within 300 feet of him. The target must succeed on a DC 27 Wisdom saving throw or suffer one of the following effects (choose one or roll a d10). The effects last for 2 (1d4) rounds, ending at the end of the creatures turn:</p><p></p><p><strong>1-4: Beguiling Gaze.</strong> The target is <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Stunned" target="_blank">stunned</a>.</p><p><strong>5-8: Maddening Gaze.</strong> The creature uses its action and movement to do the following (choose one or roll a d4):</p><p style="margin-left: 20px">1. Makes an attack against a random target.</p> <p style="margin-left: 20px">2. Uses its movement and the Dash action to move in a random direction.</p> <p style="margin-left: 20px">3. Doesn't move or take actions.</p> <p style="margin-left: 20px">4. Doesn't move and takes the Dodge action.</p><p><strong>9-10. Hypnotic Gaze. </strong>The target is <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> by Demogorgon. Demogorgon chooses how the target uses its action, reaction, and movement while it is charmed.</p><p></p><p><strong><em>Regenerate.</em></strong> Demogorgon regains 50 hit points.</p><p></p><p><em><strong>Spellcasting (Costs 2 Actions).</strong></em> Demogorgon’s spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Demogorgon can innately cast the following spells, requiring no material components:</p><p></p><p>At will: <a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank"><em>detect magic</em></a><em>, <a href="https://www.dndbeyond.com/spells/dispel-magic" target="_blank">dispel magic</a>, <a href="https://www.dndbeyond.com/spells/fear" target="_blank">fear</a>, <a href="https://www.dndbeyond.com/spells/fireball" target="_blank">fireball</a>, <a href="https://www.dndbeyond.com/spells/major-image" target="_blank">major image</a>, <a href="https://www.dndbeyond.com/spells/telekinesis" target="_blank">telekinesis</a>, </em><a href="https://www.dndbeyond.com/spells/wall-of-ice" target="_blank"><em>wall of ice</em></a></p><p>3/day each: <a href="https://www.dndbeyond.com/spells/contagion" target="_blank"><em>contagion</em></a> (flesh rot), <a href="https://www.dndbeyond.com/spells/hold-monster" target="_blank"><em>hold monster</em></a><em>, <a href="https://www.dndbeyond.com/spells/evards-black-tentacles" target="_blank">evard's black tentacles</a>, <a href="https://www.dndbeyond.com/spells/project-image" target="_blank">project image</a>, </em><a href="https://www.dndbeyond.com/spells/teleport" target="_blank"><em>teleport</em></a> (no error)</p><p>1/day each: <a href="https://www.dndbeyond.com/spells/feeblemind" target="_blank">feeblemind</a>, <a href="https://a5e.tools/spell/plane-shift" target="_blank"><em>plane shift</em></a><em> (self only), </em><a href="https://a5e.tools/spell/time-stop" target="_blank"><em>time stop</em></a><em>, </em><a href="https://a5e.tools/spell/weird" target="_blank"><em>weird</em></a></p><p>[spoiler=Spell Descriptions]</p><p><strong><em>Fireball (3rd Level).</em></strong> A bright streak flashes to a point Demogorgon chooses within 120 feet of them that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.</p><p></p><p><strong><em>Weird (9th Level).</em></strong> Demogorgon selects a point it can see within 120 feet them. All creatures within a 30-foot radius sphere of that point must make a DC 26 Wisdom saving throw, becoming <a href="https://a5e.tools/rules/conditions" target="_blank">frightened</a> for 1 minute. At the end of the creature's turns, it must make an additional saving throw. taking 22 (4d10) psychic damage failure or ending the spell on itself on a success.</p><p>[/spoiler]</p><p></p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +19 to hit, reach 30 ft., one target. Hit: 23 (3d8 + 10) magical piercing damage and the target must make a DC 27 Constitution saving throw or gain one level of exhaustion on a failure or be poisoned on a success. These effects remain until the target takes a short or long rest, removing 1 level of exhaustion or the poisoned condition per rest.</p><p></p><p><strong><em>Summon Demons (Costs 2 Actions; 2/Rest).</em></strong> Demogorgon magically summons demons with a combined average hit points of not more than 1,000.</p><p></p><p><strong><em>Tentacles (Costs 2 Actions). </em></strong><em>Melee Weapon Attack.</em> +19 to hit, reach 20 ft., one target. <em>Hit</em>. 47 (6d8 + 20) magical bludgeoning damage plus 66 (12d10) necrotic damage and if the target is a Large or smaller creature it must make a DC 27 Strength saving throw or be <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled" target="_blank">grappled</a>. A creature <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled" target="_blank">grappled</a> in this way is also <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained" target="_blank">restrained</a>. Additionally, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0.</p><p></p><p><strong><em>Chaos Breath (Costs 4 Actions).</em></strong> Demogorgon retches chaotic energies that fill twenty 10-foot-by-10-foot contiguous areas within 120 feet of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 117 (18d12) acid, cold, fire, or lightning damage (chose or roll d4) on a failed save, or half as much damage on a successful one.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p>Demogorgon can take two reactions per round, but only one per turn.</p><p></p><p><strong><em>Anti-Magic. </em></strong>When Demogorgon would be hit by magical attack or effect roll a d20. On a roll of 1-19, the magic or spell has no effect on Demogorgon. Demogorgon can take this reaction even if they could not normally take reactions and can do so after they make their saving throw.</p><p></p><p><strong><em>Chaotic Recovery.</em> </strong>At the end of a creature's turn, Demogorgon ends one condition or negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even if they could not normally take a reaction.</p><p></p><p><strong><em>Tentacle Parry.</em></strong> Demogorgon adds 9 to its AC against one ranged attack that would hit them.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p><em><strong>Prince of Demons (Elite Action; Cost 4 Actions; 1/Day).</strong></em> While in the Abyss, Demogorgon can cast the spell <a href="https://a5e.tools/spell/mass-suggestion" target="_blank"><em>Mass Suggestion</em></a> (DC 26 Wisdom) with the following modifications:</p><ul> <li data-xf-list-type="ul">The range is 600 feet.</li> <li data-xf-list-type="ul">The spell only targets demons.</li> <li data-xf-list-type="ul">The spell ignores immunity to the charmed condition.</li> <li data-xf-list-type="ul">Demons have disadvantage on the saving throw.</li> </ul><p><strong><em>Ramage (Elite Action; Costs 5 Actions).</em></strong> Demogorgon moves up to their speed without provoking opportunity attacks and can enter the space of Medium or smaller creatures, but they cannot end their move there. Demogorgon can make one Tentacles attack against each creature it moves past.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8988778, member: 83242"] [ATTACH type="full" alt="1681165847189.png"]281564[/ATTACH] [URL='https://www.deviantart.com/davesrightmind/art/Demogorgon-Menace-799911869']Demogorgon-Menace[/URL] by Davesrightmind [TABLE] [TR] [TD][B][SIZE=6]Demogorgon, Prince of Demons (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 30[/TD] [/TR] [TR] [TD][I]Huge fiend (demonlord), chaotic evil[/I][/TD] [TD]310,000 Elite XP[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Armor Class[/B] 20 (Natural Armor) [B]Hit Points[/B] 990 (60d12 + 600; bloodied 495) [B]Speed [/B]80 ft., climb 60 ft., fly 80 ft., swim 80 ft. [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]30 (+10)[/TD] [TD]30 (+10)[/TD] [TD]30 (+10)[/TD] [TD]30 (+10)[/TD] [TD]26 (+8)[/TD] [TD]29 (+9)[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Saving Throws[/B] Str + 19, Dex +19, Con +19, Wis +17 [B]Skills [/B]athletics +28, arcana +19, insight +17, intimidation +27, perception +26 [B]Damage Resistances [/B]cold, fire, lightning [B]Damage Immunities[/B] necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks [B]Condition Immunities[/B] charmed, exhaustion, frightened, petrified, poisoned [B]Senses [/B]truesight 600 ft., Passive Perception 36 [B]Languages [/B]all, telepathy 360 ft. [B]Proficiency Bonus[/B] +9 [B]Maneuver DC[/B] 27 [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B][I]Abyssal Might. [/I][/B]While in the Abyss, Demogorgon's attacks ignore all resistances of creatures with less than 20 hit dice and it scores a critical hit on a roll of 17 or greater. [B][I]Demon Prince (Elite Trait; 1/Rest). [/I][/B]The first time Demogorgon is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour. [I][B]Banishment.[/B][/I] When Demogorgon drops to 0 hit points, and he is not on the Gaping Maw , his body is destroyed but his essence travels back to his domain in the Gaping Maw, and is unable to take physical form for a time. [I][B]Immutable Form.[/B][/I] Demogorgon is immune to any spell or effect that would alter its form. [B][I]Limited Magic Immunity. [/I][/B]Demogorgon is immune to cantrips. [B][I]Lord of the Maw.[/I][/B] While on Gaping Maw, Demogorgon can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage. [B][I]Prince of Madness. [/I][/B]Creatures that end their turn within 120 feet of Demogorgon must make a DC 27 Intelligence saving throw or suffer one short-term madness. When the the short-term madness ends the creature must make an additional saving throw, contracting a long-term madness on a failure. [I][B]Siege Monster.[/B][/I] Demogorgon deals double damage to objects and structures. [I][B]Two Heads.[/B][/I] Demogorgon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious. [B][U]ABYSSAL ACTIONS[/U][/B] Demogorgon can take 5 Abyssal Actions, choosing from the options below. It can use one Abyssal Action option its turn and additionally at the end of each creature's turn. Any unused Abyssal Actions can be taken at the end of the round. Demogorgon regains spent Abyssal Actions at the start of its turn. [I][B]Abyssal Step.[/B][/I] Demogorgon can move half its speed without provoking opportunity attacks or teleport, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space they can see. [B][I]Gnashing Jaws.[/I][/B] [I]Melee Weapon Attack.[/I] +19 to hit, reach 5 ft., one creature grappled or charmed by Demogorgon, or incapacitated or restrained, or one Larger or bigger creature. [I]Hit[/I]. 53 (6d10 + 20) magical piercing damage. If Demogorgon has advantage on the attack roll, and both rolls hit, the attack deals and additional 33 (6d10) damage. [B][I]Fling. [/I][/B]Demogorgon throws on Large or smaller creature, or object, they are grappling ,or holding, up to 80 ft in a direction of their choosing. The target lands prone and takes 28 (8d6) bludgeoning damage if it strikes a solid surface. If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone. [I][B]Gaze.[/B][/I] Demogorgon turns his magical gaze toward one creature they can see within 300 feet of him. The target must succeed on a DC 27 Wisdom saving throw or suffer one of the following effects (choose one or roll a d10). The effects last for 2 (1d4) rounds, ending at the end of the creatures turn: [B]1-4: Beguiling Gaze.[/B] The target is [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Stunned']stunned[/URL]. [B]5-8: Maddening Gaze.[/B] The creature uses its action and movement to do the following (choose one or roll a d4): [INDENT]1. Makes an attack against a random target.[/INDENT] [INDENT]2. Uses its movement and the Dash action to move in a random direction.[/INDENT] [INDENT]3. Doesn't move or take actions.[/INDENT] [INDENT]4. Doesn't move and takes the Dodge action.[/INDENT] [B]9-10. Hypnotic Gaze. [/B]The target is [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] by Demogorgon. Demogorgon chooses how the target uses its action, reaction, and movement while it is charmed. [B][I]Regenerate.[/I][/B] Demogorgon regains 50 hit points. [I][B]Spellcasting (Costs 2 Actions).[/B][/I] Demogorgon’s spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Demogorgon can innately cast the following spells, requiring no material components: At will: [URL='https://www.dndbeyond.com/spells/detect-magic'][I]detect magic[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/dispel-magic']dispel magic[/URL], [URL='https://www.dndbeyond.com/spells/fear']fear[/URL], [URL='https://www.dndbeyond.com/spells/fireball']fireball[/URL], [URL='https://www.dndbeyond.com/spells/major-image']major image[/URL], [URL='https://www.dndbeyond.com/spells/telekinesis']telekinesis[/URL], [/I][URL='https://www.dndbeyond.com/spells/wall-of-ice'][I]wall of ice[/I][/URL] 3/day each: [URL='https://www.dndbeyond.com/spells/contagion'][I]contagion[/I][/URL] (flesh rot), [URL='https://www.dndbeyond.com/spells/hold-monster'][I]hold monster[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/evards-black-tentacles']evard's black tentacles[/URL], [URL='https://www.dndbeyond.com/spells/project-image']project image[/URL], [/I][URL='https://www.dndbeyond.com/spells/teleport'][I]teleport[/I][/URL] (no error) 1/day each: [URL='https://www.dndbeyond.com/spells/feeblemind']feeblemind[/URL], [URL='https://a5e.tools/spell/plane-shift'][I]plane shift[/I][/URL][I] (self only), [/I][URL='https://a5e.tools/spell/time-stop'][I]time stop[/I][/URL][I], [/I][URL='https://a5e.tools/spell/weird'][I]weird[/I][/URL] [spoiler=Spell Descriptions] [B][I]Fireball (3rd Level).[/I][/B] A bright streak flashes to a point Demogorgon chooses within 120 feet of them that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. [B][I]Weird (9th Level).[/I][/B] Demogorgon selects a point it can see within 120 feet them. All creatures within a 30-foot radius sphere of that point must make a DC 26 Wisdom saving throw, becoming [URL='https://a5e.tools/rules/conditions']frightened[/URL] for 1 minute. At the end of the creature's turns, it must make an additional saving throw. taking 22 (4d10) psychic damage failure or ending the spell on itself on a success. [/spoiler] [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +19 to hit, reach 30 ft., one target. Hit: 23 (3d8 + 10) magical piercing damage and the target must make a DC 27 Constitution saving throw or gain one level of exhaustion on a failure or be poisoned on a success. These effects remain until the target takes a short or long rest, removing 1 level of exhaustion or the poisoned condition per rest. [B][I]Summon Demons (Costs 2 Actions; 2/Rest).[/I][/B] Demogorgon magically summons demons with a combined average hit points of not more than 1,000. [B][I]Tentacles (Costs 2 Actions). [/I][/B][I]Melee Weapon Attack.[/I] +19 to hit, reach 20 ft., one target. [I]Hit[/I]. 47 (6d8 + 20) magical bludgeoning damage plus 66 (12d10) necrotic damage and if the target is a Large or smaller creature it must make a DC 27 Strength saving throw or be [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled']grappled[/URL]. A creature [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled']grappled[/URL] in this way is also [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Restrained']restrained[/URL]. Additionally, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0. [B][I]Chaos Breath (Costs 4 Actions).[/I][/B] Demogorgon retches chaotic energies that fill twenty 10-foot-by-10-foot contiguous areas within 120 feet of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 117 (18d12) acid, cold, fire, or lightning damage (chose or roll d4) on a failed save, or half as much damage on a successful one. [B][U]REACTIONS[/U][/B] Demogorgon can take two reactions per round, but only one per turn. [B][I]Anti-Magic. [/I][/B]When Demogorgon would be hit by magical attack or effect roll a d20. On a roll of 1-19, the magic or spell has no effect on Demogorgon. Demogorgon can take this reaction even if they could not normally take reactions and can do so after they make their saving throw. [B][I]Chaotic Recovery.[/I] [/B]At the end of a creature's turn, Demogorgon ends one condition or negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even if they could not normally take a reaction. [B][I]Tentacle Parry.[/I][/B] Demogorgon adds 9 to its AC against one ranged attack that would hit them. [B][U]ELITE ACTIONS[/U][/B] [I][B]Prince of Demons (Elite Action; Cost 4 Actions; 1/Day).[/B][/I] While in the Abyss, Demogorgon can cast the spell [URL='https://a5e.tools/spell/mass-suggestion'][I]Mass Suggestion[/I][/URL] (DC 26 Wisdom) with the following modifications: [LIST] [*]The range is 600 feet. [*]The spell only targets demons. [*]The spell ignores immunity to the charmed condition. [*]Demons have disadvantage on the saving throw. [/LIST] [B][I]Ramage (Elite Action; Costs 5 Actions).[/I][/B] Demogorgon moves up to their speed without provoking opportunity attacks and can enter the space of Medium or smaller creatures, but they cannot end their move there. Demogorgon can make one Tentacles attack against each creature it moves past. [/QUOTE]
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