Talk:Demogorgon (3.5e Monster)

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Ideas[edit]

I'm not sure if you already have some stuff in mind for Nethack's most feared villian (and, by extension, a considerable threat in D&D). Either way, I'm going to plop down some ideas for abilities based on older incarnations of Demogorgon from D&D.

  • His big shtick should be with tentacles. I like the Nethack method of a countdown of number of turns to live, each hit halving that amount.
    • 4 Tentacle attacks

Two heads, two minds: Demogorgon has two mandrill heads, Aameul (left) and Hethradiah (right), each with their own agenda and goals. They have both learned to control the body that they share and, as a result, Demogorgon can take two actions each round. Demogorgon rolls twice for initiative, once for each head and takes his actions during each initiative result.

Each of Demogorgon's heads is treated as a separate entity for all intents and purposes. If one head is somehow incapacitated during combat, the other can continue to take actions on its turn. Furthermore, since the heads share the body, Demogorgon can save twice against any spell or effect that would affect his body. That is, both Aameul and Hethradiah may make an attempt at a saving throw.

Charming Gaze (Su, mind affecting): The Aameul head of Demogorgon forces any creature within 60ft. that meets its gaze to make a Will Save DC 34 or become charmed as the Charm Monster spell.

Gaze of Insanity (Su, mind affecting): The Hethradiah head of Demogorgon forces any creature within 60ft. that meets its gaze to make a Will Save DC 34 or become insane as the Insanity spell.

Dominating Gaze (Su, mind affecting): As a swift action for the Aameul head or Hethradiah head of Demogorgon and an immediate action for the other head, Demogorgon can make a gaze attack against a creature within 60ft. Unlike other gaze attacks, Demogorgon must specifically take the actions to stare with both heads into a creature's eyes. The creature must make a Will Save DC 34 or become dominated as the Dominate Monster spell.

If the target is immune to mind-affecting abilities, Demogorgon's twin gaze burns with such an intense fury that they still do not remain unscathed. The creature takes 40d6 fire damage instead, Fortitude save DC 34 for half.

Vile Sickness (Ex): Any creature hit by Demogorgon's tentacles contracts a vile sickness that rapidly decays their body in a manner like leprosy. When a creature is hit, they must make a Fortitude save DC 34 or become afflicted with Demogorgon's sickness. The sickness rapidly decays the body. When you are initially hit, you have 64 rounds until your body decays into a pile of goo. For every 3 rounds you have been affected by Demogorgon's sickness, you take a -1 penalty to attack rolls, skill checks, and DCs of your abilities. If Demogorgon hits you again and you fail the saving throw, your time left to live is halved (round down). So, for example, if you have 31 rounds left to live and you are hit and fail your save, you will have 15 rounds left to live (and a -16 penalty to attack rolls, skill checks, and DCs).

Demogorgon's sickness can be halted temporarily by a greater restoration spell, wish, or miracle (and will be reactivated at the number of rounds you have left if you fail another save against his tentacle attack). A second such spell is then required to reverse the effects of the sickness. --Aarnott 19:05, 16 June 2011 (UTC)

High-Level Spellcasters are a Pain[edit]

47 spell-like abilities would take many sessions of play to be able to keep track of them all and use them appropriately without taking an hour for each turn. --Foxwarrior (talk) 06:48, 8 October 2014 (UTC)