DEMOGORGON, PRINCE OF DEMONS

from Book of Vile Darkness

Huge Outsider (Chaotic, Evil)

Hit Dice: 39d8+390 (565 hp)

Initiative: +12

Speed: 50 ft

AC: 47 (-2 size, +8 Dex, +9 insight, +18 natural, +4 mage armor), touch 25, flat-footed 39

Attacks: 2 tentacles +46 melee and 2 bites +44 melee and tail slap +44 melee.

Damage: Tentacle 1 d6+9 plus rot, bite ld8+4, tail slap 1d8+4 plus energy drain

Face/Reach: 5 ft. by 10 ft./15 ft., 20 ft. with tentacles

Special Attacks: Energy drain, gaze attacks, rot, spell-like abilities

Special Qualities: DR 20/+7, dual actions, fast healing 10, item master, mage armor, outsider traits, see invisibility, SR 42, summon tanar'ri, tanar'ri traits

Saves: Fort +31, Ref+29, Will +32

Abilities: Str 28, Dex 27, Con 31, Int 31, Wis 29, Cha 30

Skills: Alchemy +49, Bluff +49, Concentration +49, Craft (stone working) +29, Craft (metalworking) +29, Diplomacy +57, Intimidate +53, Jump +29, Knowledge (arcana) +49, Knowledge (history) +49, Knowledge (nature) +49, Knowledge (the planes) +49, Listen +50, Move Silently +47, Scry +49, Search +49, Sense Motive +48, Spellcraft +49, Spot +50, Swim +29

Feats: Alertness, Combat Reflexes, Dark Speech, Dodge, Expertise, Improved Disarm, improved Initiative, Iron Will, Multiattack, Power Attack

Climate/Terrain: Any land and underground Organization: Solitary, or Demogorgon plus 1-12 mariliths

Challenge Rating: 30

Treasure: Quadruple standard

Alignment: Chaotic evil

Advancement: -

 

The 88th layer of the Abyss, called the Brine Flats by some and Gaping Maw by others, is home to the dual entity known as Demogorgon. It is a realm of salt water and rocky prominences used as rookeries by flying demons. A swirling whirlpool drains water from the river Styx into this Abyssal layer, making it a place of both deep and dark seas as well as fetid swamps. Aboleths, krakens, and other sea monsters war in the depths, but all bow before Demogorgon's might, Here, Demogorgon has his terrible palace, called Abysm, which rises out of the inky depths. He also a maintains a fortress called Ungurth Reddik in the layers grotesque bogs.

From either of these places of dark power, Demogorgon, Lord of all that Swims in Darkness, holds the title Prince of Demons through sheet might alone. In both physical and magical terms, there are few on any plane that could challenge Demogorgon and win.

But that does not mean his title is uncontested. Demogorgon continually wars with both Orcus and Graz'zt, the other two mightiest of the demon princes. Their armies of undead and demons war with Demogorgon's forces, made up mostly of hezrous, aboleths, scrags, skum, and various ichythoid beasts.

The portion of the palace of Abysm that lies above water takes the form of two serpentine towers, each crowned by skull-shaped minarets. There, Demogorgon labors with arcane skill, attempting to procure secrets ancient even by his eternal reckoning, The bulk of this palace extends deep underwater, in chill and darkened caverns that have never seen a flicker of light. In Ungorth Reddik, Demogorgon keeps his armies and lieutenants, as well as his fiendish creations. The fortress is filled with retrievers, golems, and evil constructs not seen elsewhere on the planes.

Demogorgon is 18 feet tall and bizarre in appearance even by demonic standards. He has two heads, each like that of a hyena. His body is long and serpentine, covered in dark, blue-green scales. His necks are long and snaky. Rather than arms, Demogorgon has two long, sinuous tendrils nor unlike the tentacles of an octopus. His legs are lean and muscular, and his long tail is forked.

Demogorgon's symbol is a serpentine forked tail, usually wrapped around something such as a sword or a skull.

Combat

Demogorgon disdains direct confrontation. He would rather employ servants or lieutenants, of which he has many. Powerful balors and hezrous twice the size seen elsewhere serve the Prince of Demons as important enforcers, bodyguards, and assassins. If Demogorgon must fight, he leads with his strength, using two gaze attacks in conjunction with his terrible rotting tentacles (saving the hypnosis gaze for when he fights large numbers of weak foes). He often goes into combat with these abilities active: fly, tongues, unholy aura (+4 additional bonus to AC, +4 bonus on saves), and detect, thoughts.

Energy Drain (Su): Any living creature hit by Demo-gorgon's tail slap attack gains ld4 negative levels. For each negative level bestowed, Demogorgon heals 5 points of damage. If the amount of healing is more than the damage he has taken, he gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before, 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 39) to remove it.

Failure means the opponent's level (or Hit Dice) is reduced by one.

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

Aameul's Beguiling Caze: The beguiling gaze attack of Aameul, Demogorgon's left head, is the equivalent of a charm monster spell (Will DC 39 negates) with a range of 60 feet. If the demon prince chooses nor to use his hypnosis gaze, he may use this attack and his insanity gaze attack at the same time, or this gaze attack and a spell-like ability. Either way, Demogorgon can use gaze attacks and make physical attacks as part of a single action.

Hethradiah's Insanity Gaze: The insanity gaze attack of Hethradiah, Demogorgon's right head, is equivalent to an insanity spell (Will DC 39 negates) with a range of 30 feet. If the demon prince chooses not to use his hypnosis gaze ability he may use this and his beguiling gaze attack at the same time, or this gaze attack and a spell-like ability Either way, Demogorgon can use gaze attacks and make physical attacks as part of a single action.

Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a single target within 100 feet, that creature is affected as though by a hypnotism spell. Only a target with 15 Hit Dice or more is allowed a Will saving throw (DC 39) to resist the effect, Demogorgon can make physical attacks while using this gaze attack, but he cannot activate spell-like abilities.

Rot (Su): Any living creature touched by Demogorgon's tentacles must succeed at a Fortitude save (DC 39), or its flesh and bones begin to rot. The creature takes ld6 points of Constitution damage immediately and 1 point of Constitution damage every hour thereafter until it dies or a remove disease spell is cast the spell stops further damage, but lost points return only with natural healing and cannot be restored with magic.

Spell-Like Abilities: At will- bestow greater curse, blasphemy, contagion, deeper dark- ness, desecrate, detect good, detect law, detect thoughts, fear, fly, greater dispelling, pox, read magic, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of ice, wither limb, and water breathing; 1/day-befoul, symbol (any), mind-rape, shapechange. Caster level 20th; save DC 20 + spell level,

Dual Actions (Ex): Demogorgon, having two heads with distinct intelligences and personalities, can take two rounds' worth of actions in any given round, as if he were two creatures. Thus, he can use a full attack action and a double move; two full attack actions and two 5-foot steps; a full attack action, a move action and a spell-like ability; two spell-like abilities and two move actions; and so on.

Fast Healing (Ex): Demogorgon regains lost hit points at the rare of 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it docs not allow Demogorgon to regrow or reattach lost body parts.

Item Master (Ex): Although not an actual spellcaster, Demogorgon can use any magic item, even spell completion items such as wands and scrolls. He can also create any item or construct as though he had the necessary feats and prerequisite spells or other requirements.

Mage Armor (Su): Demogorgon is constantly surrounded by an aura of force that provides armor protection, identical to a mage armor spell that cannot be dispelled.

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

See Invisibility (Su): Invisible creatures and objects are always visible to Demogorgon, as if he always had the see invisibility spell active.

Summon Tanar'ri (Sp): Once per day Demogorgon can automatically summon i1d8 vrocks, 1d6 hezrous, ld4 glabrezu, 1d3 nalfeshnees, l mariliths, or 1 balor.

Tanar'ri 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 acid resistance 20, cold resistance 20, and fire resistance 20.

The Goals of Demogorgon

Inside the Prince of Demons rages a secret war for control of himself. Demogorgon has two heads and therefore two minds, and each one seeks domination of the other. Even those creatures familiar with the demon prince arc unaware of Demogorgon's eternal, internal conflict.

Aameul, one of Demogorgon's personas, seeks to part with his sibling persona, called Hethradiah, Aameul and Hethradiah are each unable to control the other, because each is in truth an aspect of the other. Nor could one slay the other without also perishing. Still, Aameul seeks a way to be free of-and eventually usurp-his other half, for selfishness and jealousy in a demon know no bounds. Hethradiah is too concerned with the effect such a separation would have on all his dread accomplishments to seriously consider the notion of living alone.

Demogorgon has kept his two heads together so far. He does not want to jeopardize the position and power that he-that they-have attained. By most definitions, this internal conflict would be described as insanity, but that would be applying inappropriate mortal standards to one to whom such standards can never apply.

Demogorgon's war with Orcus and Graz'zt has been epic in scope. Vast armies clash in the Abyss-resources that could have been spent in the Blood War are instead wasted in a conflict that has no victor. However, Orcus disappeared for a time, apparently slain. During that time, Demogorgon's power and influence grew in the vacuum left behind, while Graz'zt, who also disappeared for a time (summoned and captured by the archmage Zagyg), suffered.

Demogorgon is a creative and innovative creature. He invented such foul things as the first retrievers, and he has countless unique creatures at his beck and call.

The Servants of Demogorgon

Severik is a balor fighter that commands a cadre of twelve marilith blackguards in Demogorgon's name. Each of these demons is granted a retriever to use as a mount or companion. The mariliths are infamous for their use of the Quicken Spell-Like Ability feat applied to their teleport without error ability.

Severik: Male balor Ftr 10; CR 2S; Large outsider (chaotic, evil); HD 13d8+65 plus 10d10+50; hp 196; Init +6; Spd 40 ft., fly 90 ft, (good); AC 42, touch 10, flat-footed +1; Atk +28/+23/+18/+13 melee (2d6+10/19-20, + 1 unholy vorpal greatsword) and +27 melee (ld4+5, whip), or +28 melee (ld6+7, 2 slams); Face/Reach 5 ft, by 5 ft./10 ft.; SA entangle, fear, spell-like abilities; SQ body flames, death throes, detect magic, DR 30/+3, outsider traits, see invisibility, SR 30, summon tanar'ri, tanar'ri traits; AL CE; SV Fort +19, Ref +13, Will +16; Str 25, Dex 15, Con 21, Int 20, Wis 20, Cha 18.

Skills and Feats: Appraise +10, Bluff+17, Concentration +18, Craft (weaponsmithing) +15, Diplomacy +17, Hide +16, Intimidate +6, Knowledge (the planes) +18, Listen +31> Move Silently+11, Scry +21, Search +25, Sense Motive+25, Spellcraft +21, Spot +32; Ambidexterity, Boost Spell Resistance, Boost Spell-Like Ability, Cleave, Dodge, Exotic Weapon Proficiency (whip), Expertise, Improved initiative. Power Attack, Two-Weapon Fighting, Weapon Focus (greatsword), Weapon Focus (whip), Weapon Specialization (greatsword), Weapon Specialization (whip).

Entangle (Ex): Sevenk's whip entangles foes much like an attack with a net. The whip has a maximum range of 40 feet, a range increment of 10 feet, and 20 hit points. If the whip hits, Severik must immediately make an opposed Strength check against the target. If Severik wins, he drags the target against his flaming body (see Body Flames, below). The target remains anchored against Severik's body until it escapes the whip.

Fear (Su): A creature hit by Severik's slam attack must succeed at a Will save (DC 20) or flee in terror for ld6 rounds.

Spell-like Abilities: At will-blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, wall of fire 1/day-fire storm, implosion. Caster level 20th; save DC 14 + spell level, or 16 + spell level for a boosted spell-like ability.

Body Flames (Su): Severik can wreathe his body in roaring flames as a free action. He suffers no harm, but anyone grappling with him takes 4d6 points of fire damage per round.

Death Throes (Ex): When killed, Severik explodes in a blinding flash of light that deals 50 points of damage to everything within 100 feet (Reflex DC 20 half).

Detect Magic (Su): Severik continuously produces a detect magic effect (caster level 20th) as the spell.

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

See Invisibility (Su): Severik continuously produces a see invisibility effect (caster level 20th), as the spell.

Summon Tanar'ri (Sp): Once per day, Severik can automatically summon 4d10 dretches, 1d4 hezrous, 1 nalfeshnee, 1 glabrezu, 1 marilith, or 1 balor.

Tanar'ri Traits: Severik can communicate telepathically with any creature within 100 feet that has a language, He is immune to electricity and poison, and he has acid resistance 20, cold resistance 20, and fire resistance 20.

Skills: Severik receives a +8 racial bonus on Listen and Spot checks.

Possessions: +1 unholy vorpal greatsword, +4 ghost touch full plate armor, whip.

Marilith Blackguards (12): Marilith Blk 10; CR 27, large outsider (chaotic, evil); HD 9d8+45 plus 10d10+50; hp 190; Init +2; Spd 40; AC 35, touch 11, flat-footed 33; Atk +25/+20/+15/+10 melee (ld8+ 7/19-20, +2 unholy strength sapping longsword) and +25 melee (ld8+4/19-20, 2 +2 unholy strength sapping longswords) and +25 melee (ld8+4/X3, 3 +2 unholy bloodfeeding battleaxes) and +21 melee (4d6+2, rail slam); Face/Reach 5 ft. by 5 ft./10 ft; SA command undead 7/day, constrict 4d6+7, improved grab, poison use, smite good 1/day, sneak attack +3d6, spell-Like abilities; SQ aura of despair, dark blessing, DR 20/+2, enhanced multiweapon fighting, outsider traits, SR 25, summon tanar'ri, tanar'ri traits; AL CE; SV Fort +22, Ref+15, Will +17; Str 21, Dex 15, Con 21, Int 18, Wis 18, Cha 18.

Skills and Fiats: Bluff+19, Concentration +15, Diplomacy +8, Hide +14, Intimidate +6, Knowledge (religion) +6, Listen +24, Move Silently +11, Scry +14, Search +19, Sense Motive +19, Spellcraft +19, Spot +25, Cleave, Expertise, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack, Quicken Spell-Like Ability, Sunder.

Command Undead (Su): Each of these marilith blackguards can command or rebuke undead as an 8th-level cleric.

Constrict (Ex): With a successful grapple check, a marilith can crush a grabbed opponent, dealing 4d6+7 points of bludgeoning damage. The constricted creature must succeed at a Fortitude save (DC 18) or lose consciousness for at long as it remains in the mariliths coils and for 2d4 rounds thereafter.

Improved Crab (Ex): If a marilith hits a Medium-size or smaller opponent with a tail slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +28). If it hits with the tail slam, it can also constrict in the same round. The marilith has the option to conduct the grapple normally, or simply use its tail to hold the opponent (-20 penalty on grapple check, but the marilith is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tail slam and constrict damage.

Poison Use: A marilith blackguard never risks accidentally poisoning itself when applying poison to a blade.

Smite Good (Su): Once per day, each of these mariliths may attempt to smite a good creature with one normal melee attack, adding +4 to the attack roil and +10 to damage if the attack succeeds.

Spell-Like Abilities: At will-animate dead, bestow curse, chaos hammer, cloudkill, comprehend languages, darkness, desecrate, detect good, detect law, detect magic, inflict serious wounds, magic circle against good (self only), magic weapon, project image, polymorph self, pyrotechnics, see invisibility, shatter, telekinesis teleport without error (self plus 50 pounds of objects only), unholy aura, unholy blight. Caster level 13th; save DC 14 + spell level.

Aura of Despair (Su): Each enemy within 10 feet of a marilith blackguard takes a -2 morale penalty on all saving throws,

Dark Blessing: A marilith blackguard applies its Charisma bonus to all saving throws. (This modifier is already figured into the statistics given above.)

Enhanced Multiweapon Fighting (Ex): This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. Combined with the Multidexrerity and Multiweapon Fighting feats, this ability effectively negates all attack penalties for using one or more light offhand weapons.

Outsider Traits: A marilith blackguard has darkvision (60-foot range). It cannot be raised or resurrected.

Summon Tanar'ri (Sp): Once per day a marilith blackguard can attempt to summon 4d10 dretches, 1d4 hezrous, or 1 nalfeshnee with a 50% chance of success, or 1 glabrezu or another marilith with a 20% chance of success,

Tanar'ri Traits: A marilith blackguard can communicate telepathically with any creature within 100 feet that has a language. It is immune to electricity and poison, and it has acid resistance 20, cold resistance 20, and fire resistance 20.

Skills: A marilith blackguard receives a +8 racial bonus on Listen and Spot checks.

Spells Prepared (3/3/3/2; save DC 14 +spell level):

1st- cure light wounds, doom (2);

2nd-bull's strength, cure moderate wounds (2);

3rd-abyssal might, demon wings, masochism;

4th-freedom of movement, vile lance.

Possessions: +1 breastplate, 3 +2 unholy strength sapping long-swords, 3 +2 unholy bloodfeeding battleaxes.