immortalshandbook.com
shrine | testimony | gospel | offerings | blessings | sermon | confessional | judgement | brethren | prayers | simony

conversion systems | monsters

free stuff
demogorgon | blessings

Throne of Orcus (pt.1)

Epic Adventure Design

Known Old Ones

Galactus

New Special Materials

Demogorgon

Various Monsters

Clay Colossus

Revising Epic Feats

Weapons (Final Fantasy)

New Feats (and Spell System)

Crown Naga

Revising Salient Divine Abilities

Talos

Epic Tarrasque

King Ghidorah

Godzilla

Conversion Table 2: Divine Rank by HD/Levels

Conversion Table 1: Divine Rank by Comparisons

A few people had been asking, how powerful would 'my' Demogorgon be. The following incarnation of Demogorgon is converted from 1st Edition, with some minor additions from the Immortals Handbook. In terms of power he is equivalent to a Lesser Deity. Check out the stats for his Avatar at the bottom, which is the equivalent of a Quasi-deity.

I should also point out that this is work in progress. The following Spell-like Ability lists and Spell lists are wrong for both Demogorgon and his Avatar. Also stats for Venomfountain have yet to be added, and the write-ups are spartan at best. I'll look to add to this as and when I get the chance. Regarding his Challenge Rating, technically it should be 60 with a full compliment of four artifacts, but I just can't think what kind of magic items suit Demogorgon, if any.

Use of 'Demogorgon' here is not done in the course of trade and is not intended as a challenge to any trademarks.

Demogorgon (Prince of Demons)

Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 50d20+750 (1750 hp), 3500 hp on home layers of the Abyss
Initiative: +25 (+9 Dex, +8 Divine, +8 Improved Initiative/Superior Initiative)
Speed: 180 ft. (36 squares), Swim 180 ft.
Armor Class: 62 (-2 size, +9 Dex, +8 divine, +25 natural, +12 deflection), touch 37, flat-footed 53
Base Att/Grapple: +50/+92
Attack: Tentacle +74 melee (4d6+26 plus Con damage/19-20)
Full Attack: 2 Tentacles +74 melee (4d6+26 plus Con damage/19-20) and 2 Tail Slaps +72 melee (4d6+13 plus energy drain), and 2 Bites +72 melee (4d6+13)
Space/Reach: 15 ft./20 ft.
Special Attacks: Constrict, energy drain, gaze attacks, rotting touch, spell-like abilities, spells
Special Qualities: DR 25/epic and good, demon traits, divine traits (Lesser Deity), dual actions, outsider traits, regeneration 25, SR 68, summon demon
Saves: Fort +50, Ref +44, Will +51
Abilities: Str 62, Dex 28, Con 40, Int 32, Wis 28, Cha 34
Skills: Bluff +73, Concentration +76, Craft (Alchemy) +72, Diplomacy +73, Intimidate +73, Jump +87, Knowledge (arcana) +72, Knowledge (history) +72, Knowledge (nature) +72, Knowledge (religion) +72, Knowledge (the planes) +72, Listen +78, Search +72, Sense Motive +70, Spellcraft +72, Spot +78, Swim +87, Use Magic Device +73
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (Tentacle), Improved Disarm, Improved Initiative, Improved Natural Attack (Bite, Tentacle, Tail Slap), Improved Sunder, Multiattack, Power Attack
Epic Feats: Blinding Speed, Dire Charge, Epic Spellcasting, Epic Will, Superior Initiative
Environment: The Abyss
Organization: Solitary (unique); or with demons
Challenge Rating: 40 (CR 45 with Venomfountain)
Treasure: Venomfountain plus Triple Standard
Alignment: Chaotic Evil
Advancement: 51-59 HD (Demon Monarch: Huge), 60-79 HD (Demon Emperor: Gargantuan)
Level Adjustment: +16

This monster stands 18 feet tall and has two vicious looking baboon-like heads. Its body is reptilian and heavily scaled. It has tentacles in place of arms and a long forked tail.

Demogorgon is one of the six monarchs of the demonium; those beings who contest to dominate all demonkind.

Combat

Demogorgon will seek to melee as soon as possible against a small number of foes, resorting to spell-like abilities and spells when faced with large numbers of opponents or those who seek to evade combat with the demon monarch.

Demogorgon's natural weapons, as well as any weapons he wields are treated as being chaotic-aligned, epic and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): Demogorgon will constrict any grappled victim for 4d6+39 damage (tentacle) or 4d6+19 (tail attack).

Demon Traits: Demogorgon can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison and he has cold resistance 50 and fire resistance 50.

Divine Toughness (Ex): Demogorgon's Hit Dice become d20s.

Divine Traits: Demogorgon is effectively a lesser eity and as such adds a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Dual Actions (Ex): Demogorgon can take two rounds worth of actions in any given round, as if he were two creatures.

Energy Drain (Su): Any living creature hit by Demogorgon's tail slaps gain 2d4 negative energy levels. Before 24 hours have passed the afflicted opponent must make a Fortitude save (DC 55) to remove it. Failure means the opponents Hit Dice/Levels are reduced by the given amount.

Gaze Attacks (Su): Each of Demogorgon's heads has its own gaze attack, and the demon monarch can use a third gaze attack involving both heads at the same time.

  • Beguiling Gaze: Charm Monster effect (Will DC 55 negates) with a range of 60 feet.
  • Insanity Gaze: Effect similar to an insanity spell (Will DC 55 negates) with a range of 60 feet.
  • Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a target within 60 feet, that creature is affected as though by a hypnotism spell. Only targets with 25 Hit Dice or more are allowed a Will saving throw (DC 55) to resist the effect.

Improved Grab (Ex): To use this ability, Demogorgon must hit with a tentacle or tail attack. He can then attempt to grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict the target.

Outsider Traits: Demogorgon has darkvision (60 foot range). He cannot be raised or resurrected.

Rotting Touch (Su): Any living creature touched by Demogorgon's tentacles must succeed at a Fortitude save (DC 55) or its flesh and bones begin to rot taking 1d6 Constitution damage immediately and 1 point of Constitution damage per round thereafter until it dies or a remove disease spell is cast. Lost points only return with natural healing and cannot be restored by magic.

Regeneration (Su): Demogorgon takes normal damage from weapons that are epic and good-aligned, and spells or effects with the good or lawful descriptor.

Spell-like Abilities: At will - blindness/deafness (DC 27), create greater undead, detect good, detect law, detect magic, detect secret doors, disguise self, enervation (DC 29), false vision, greater dispel magic, greater shadow evocation (DC 29), greater teleport, invisibility, magic circle against good, mislead, nondetection, nightmare (DC 30), obscuring mist, power word blind, prying eyes, screen, shadow walk, unhallow; 3/day - power word kill, shades, wish; 1/day - eclipse; 1/week - demise unseen. Caster Level 58th. The save DCs are Charisma-based.

Spells: As a 25th-level sorceror (Caster Level 58th).
Sorceror spells per day: (6/9/9/9/9/8/8/8/8/7).
The save DCs are Charisma-based.
Sorceror spells known: (9/5/5/4/4/4/3/3/3/3); save DC 30 + spell level): 0 - acid splash, detect magic, detect poison, disrupt undead, ghost sound, message, read magic, resistance, touch of fatigue; 1st - chill touch, identify, protection from good, ray of enfeeblement, true strike; 2nd - darkness, detect thoughts, false life, misdirection, spectral hand; 3rd - clairaudience/clairvoyance, protection from energy, ray of exhaustion, vampiric touch; 4th - bestow curse, detect scrying, scrying, waves of fatigue; 5th - cone of cold, magic jar, mirage arcana, passwall; 6th - circle of death, create undead, true seeing; 7th - banishment, finger of death, waves of exhaustion; 8th - horrid wilting, moment of prescience.

Summon Demons (Sp): Three times per day Demogorgon can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshness, 1d2 marilith or 1 balor.

Skills: Demogorgon receives a +8 racial bonus to Spot and Listen checks due to his multiple heads.

Possessions:

  • Venomfountain (Major Artifact):

Avatar of Demogorgon

Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 25d8+275 (475 hp)
Initiative: +13 (+5 Dex, +4 Divine, +4 Improved Initiative)
Speed: 120 ft. (24 squares)
Armor Class: 37 (-2 size, +5 Dex, +4 divine, +12 natural, +8 deflection), touch 25, flat-footed 32
Base Att/Grapple: +25/+52
Attack: Tentacle +46 melee (2d8+19 plus Con damage/19-20)
Full Attack: 2 Tentacles +46 melee (2d8+19 plus Con damage/19-20) and 2 Tail Slaps +44 melee (2d8+9 plus energy drain), and 2 Bites +44 melee (2d8+9)
Space/Reach: 15 ft./20 ft.
Special Attacks: Constrict, energy drain, gaze attacks, rotting touch, spell-like abilities, spells
Special Qualities: DR 10/epic and good, demon traits, divine traits (Lesser Deity), dual actions, outsider traits, regeneration 10, SR 39, summon demon
Saves: Fort +29, Ref +23, Will +26
Abilities: Str 48, Dex 20, Con 32, Int 24, Wis 20, Cha 26
Skills: Bluff +40, Concentration +43, Craft (Alchemy) +39, Diplomacy +40, Intimidate +40, Jump +45, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (nature) +39, Knowledge (religion) +39, Knowledge (the planes) +39, Listen +45, Search +37, Sense Motive +37, Spellcraft +39, Spot +45, Swim +51, Use Magic Device +40
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Sunder, Multiattack, Power Attack
Epic Feats: Dire Charge
Environment: The Abyss
Organization: Solitary; or with demons
Challenge Rating: 22
Treasure: Standard
Alignment: Chaotic Evil
Advancement: Only if Demogorgon is destroyed: 26-29 HD (Demon Lord: Huge), 30-39 HD (Demon Prince: Gargantuan)
Level Adjustment: +8

[See the description of Demogorgon above for details].

Demogorgon's Avatar is employed by Demogorgon when he is required to have a presence on a prime material world.

Combat

Demogorgon's Avatar attacks much as Demogorgon, although it does not have the dual actions ability.

The Avatar of Demogorgon's natural weapons, as well as any weapons it wields are treated as being chaotic-aligned, epic and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): Demogorgon's Avatar will constrict any grappled victim for 2d8+28 damage (tentacle) or 2d8+14 (tail attack).

Demon Traits: Demogorgon can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison and he has cold resistance 25 and fire resistance 25.

Divine Traits: Demogorgon's Avatar is effectively a quasi-deity and as such adds a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance..

Energy Drain (Su): Any living creature hit by the Avatar of Demogorgon's tail slaps gain 2 negative energy levels. Before 24 hours have passed the afflicted opponent must make a Fortitude save (DC 37) to remove it. Failure means the opponents Hit Dice/Levels are reduced by the given amount.

Gaze Attacks (Su): Each of the Avatar of Demogorgon's heads has its own gaze attack, and can use a third gaze attack involving both heads at the same time.

  • Beguiling Gaze: Charm Monster effect (Will DC 34 negates) with a range of 60 feet.
  • Insanity Gaze: Effect similar to an insanity spell (Will DC 34 negates) with a range of 60 feet.
  • Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a target within 60 feet, that creature is affected as though by a hypnotism spell. Only targets with 12 Hit Dice or more are allowed a Will saving throw (DC 34) to resist the effect.

Improved Grab (Ex): To use this ability, the Avatar of Demogorgon must hit with a tentacle or tail attack. It can then attempt to grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict the target.

Outsider Traits: The Avatar of Demogorgon has darkvision (60 foot range). It cannot be raised or resurrected.

Rotting Touch (Su): Any living creature touched by the Avatar of Demogorgon's tentacles must succeed at a Fortitude save (DC 37) or its flesh and bones begin to rot taking 1d6 Constitution damage immediately and 1 point of Constitution damage per hour thereafter until it dies or a remove disease spell is cast. Lost points only return with natural healing and cannot be restored by magic.

Regeneration (Su): Demogorgon's Avatar takes normal damage from weapons that are epic and good-aligned, and spells or effects with the good or lawful descriptor.

Spell-like Abilities: At will - blindness/deafness (DC 27), create greater undead, detect good, detect law, detect magic, detect secret doors, disguise self, enervation (DC 29), false vision, greater dispel magic, greater shadow evocation (DC 29), greater teleport, invisibility, magic circle against good, mislead, nondetection, nightmare (DC 30), obscuring mist, power word blind, prying eyes, screen, shadow walk, unhallow; 3/day - power word kill, shades, wish; 1/day - eclipse; 1/week - demise unseen. Caster Level 29th. The save DCs are Charisma-based.

Spells: As a 12th-level sorcerer (Caster Level 29th).
Sorceror spells per day: (6/8/8/8/8/6/4).
The save DCs are Charisma-based.
Sorceror spells known: (9/5/5/4/3/2/1); save DC 22 + spell level): 0 - acid splash, detect magic, detect poison, disrupt undead, ghost sound, message, read magic, resistance, touch of fatigue; 1st - chill touch, identify, protection from good, ray of enfeeblement, true strike; 2nd - darkness, detect thoughts, false life, misdirection, spectral hand; 3rd - clairaudience/clairvoyance, protection from energy, ray of exhaustion, vampiric touch; 4th - bestow curse, detect scrying, scrying, waves of fatigue; 5th - cone of cold, magic jar, mirage arcana, passwall; 6th - circle of death, create undead, true seeing

Summon Demons (Sp): Once per day Demogorgon's Avatar can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshness, 1d2 marilith or 1 balor.

Skills: Demogorgon's Avatar receives a +8 racial bonus to Spot and Listen checks due to his multiple heads.

Unless stated otherwise, all content © 2001-2006 Craig Cochrane. All rights reserved.