Demogorgon (Dungeons and Dragons)

==Summary==
All Demons seek the title of Prince of their kind. However, only one has achieved the title and defeats all those who seek to claim it from him. Demogorgon is an ancient evil that predates the majority of his kin. The strongest known Demon Lord and Prince of his kind, Demogorgon wages war on the entire multiverse in order to achieve the ultimate goal of Demon kind, which is the obliteration of everything, including himself.
Little known to the rest of the multiverse, Demogorgon is not a single being. His two heads, named Aameul and Hethradiah, are in fact different personalities. Constantly vying for control of the greater body and want the destruction of the other, the two heads but are unable to do so without in turn destroying themselves.
==Powers and Stats==
Tier: from to | | | At least 
Key: Aspect | Out of the Abyss | In the Abyss | Lesser God
Name: Demogorgon, Prince of Demons, the Sibilant Beast, The Dual Lived, The Dual Willed Prince of the Abyss, Master of the Mysterious, King of the Deviants, Ahmon-Ibor
Origin: Dungeons and Dragons
Gender: Male
Age: Ancient. Stated as existing for multiple eons and was the first Tanar'ri that was created by the Obyriths
Classification: Prince of Demons | Lesser God
Powers and Abilities: Superhuman Physical Characteristics, Abstract Existence (As outsiders, Demons are purely abstract in their physiology, only maintaining an illusion of fleshy existence), Chaos Manipulation/Law Manipulation (Demons play into the multiversal balance of Chaos and Law; they are formed from Chaos and their mere presence raises levels of ambient chaos, thus causing chaotic effects to take place. With enough of an upset balance, entire planes of existence can be sent careening into the Abyss), BFR (Anything a demon eats is sent to the Abyss), Fear Manipulation, Memory Manipulation (The insides of demons generate "blood", a black viscous material that, when it comes into contact with an enemy, induces supernatural fear and short term memory loss), Corruption (Types 1 and 2), Soul Manipulation (Demonic interaction rends the soul and corrupts the flesh), Immortality (Types 1, 2, 3, 4, and 8; Outsiders, when slain outside of their home plane, will drop their essence back into their own plane of existence to be reborn, typically a century later for lesser Outsiders and potentially instantly otherwise), Blood Manipulation (Blood spontaneously appears in the presence of demons, oozing from walls and filling structures), Spatial Manipulation (Mazes conjure spontaneously in the presence of Demons, buildings can possess larger insides than outsiders permit), Weather Manipulation (Weather is affected by the Chaotic upset of a demon's presence, causing effects such as blizzards in the middle of summer or earthquakes away from fault lines), Power Modification (Demons cause magical powers to become slightly modified in their presence, giving them a sickly, corrupted look), Death Manipulation (Plants and animals die for inexplicable reasons when in the same biome as a demon), Disease Manipulation (Creatures of good or lawful alignments may become sickened or ill at ease when in a Demon's presence), Animal Manipulation, Biological Manipulation (A demon can warp the creatures in the area into dire forms of itself, becoming stronger and meaner), Possession (Demons of even lower stature can possess enemies to take control of them), Incorporeality (Demons become insubstantial wisps whilst attempting to possess enemies, being unable to be touched even by other spiritual creatures), Astral Projection (Demons can project freely onto the Astral Plane), Mind Manipulation (Demons possessing a foe can take over their minds), Sense Manipulation (Aside from the target's mind, a demon can hijack a target's senses), Transformation (Possessed creatures can have their physiologies altered into those of demons over a course of days), Curse Manipulation and Statistics Reduction (Demons who take the role of a Corrupter Demon can, upon possessing a target or object, bestow curses with a touch, inducing severely reduced stats and capabilities), Power Bestowal (An Enhancer demon can bestow abilities upon an object it possesses, making it far stronger with various magical effects), Telepathy (All demon types maintain telepathy), Flight, Enhanced Senses (Demogorgan can see perfectly fine in the dark and see infrared), Extrasensory Perception (True sight allows the Demogorgon to see through both natural and magical illusions, know the original form of shapeshifters, and see souls and concepts. Can detect magic, law, good, and the presence of invisible creatures), Regeneration (Mid normally; regenerated his head being cut in half. Mid-Godly over time; Can regenerate from being destroyed by a sphere of annihilation which erases someone on all levels of existence), Magic, Reality Warping, Teleportation, Fusionism (Can fuse together other creatures and ), Aura, Non-Physical Interaction, Creation, Death Manipulation (Symbol of Death can instantly kill a creature if they're weak enough), Darkness Manipulation, Dimensional Travel, Illusion Creation, Fear Manipulation, Power Nullification (Dispel can nullify magic.), Ice Manipulation, Probability Manipulation (With legendary resistances), Telekinesis, Power Bestowal (Can grant others magical abilities and spells), Shapeshifting, Summoning, and possibly Regeneration Nullification (Up to Mid-Godly), Acausality (Types 1 and 4), Conceptual Manipulation (Type 1), Likely many others, Self-Sustenance (Types 2 and 3), Extreme Resistances to the following: Statistics Reduction, Death Manipulation, Ice Manipulation, Acid Manipulation, Disease Manipulation, Power Nullification, Mind Manipulation, Electricity Manipulation, Disintegration, BFR, Sleep Manipulation, Paralysis Inducement, Petrification, Transmutation, Magic, Sealing, Poison Manipulation, Space-Time Manipulation, Law Manipulation, and Status Effect Inducement | All previous to a higher degree. Regeneration (Mid-Godly, Gods can regenerate from being destroyed by a sphere of annihilation which erases someone on all levels of existence), Time Manipulation (Demon Lords control the traits of their layers, including the nature of their time)
Attack Potency: Varies. Large Building level to Island level (The weakest aspects are comparable to users of daylight, while the stronger ones can match the Elemental Princes in power) | Multi-Continent level (Comparable to Abominations in strength) | Low Multiverse level (Demogorgon shook two infinite realms when killing a Primordial. Defeated Orcus and possibly four other Demon Lords, although this took the majority of Demogorgon's strength. When he claimed his title for the first time he defeated over a dozen other Demon Lords. Not even Lolth will challenge him directly. He's considered the strongest Demon in known existence making it superior to the rest of his kind. Can control the space-time of his own Abyss layer). Able to negate durability in a number of ways | At least Low Multiverse level (As a Lesser Deity it should be superior to any of his previous forms)
Speed: At least FTL (Superior to those who can dodge light based attacks and react to solar beams), with FTL+ reaction speed (Can tag people with the Great Cat's Dodge ability) | At least FTL+, with FTL+ reaction speed (Far stronger than his aspects) | Infinite (Comparable to Labelas Enoreth) | Infinite
Lifting Strength: At least Class K (Can overpower creatures such as the Tarrasque in a grapple) | At least Class K | Immeasurable | Immeasurable
Striking Strength: Multi-Continent level | Low Multiverse level | At least Low Multiverse level
Durability: Multi-Continent level | Low Multiverse level (Has fought and defeated dozens of other Demon Lords, Primordials, and Gods) | At least Low Multiverse level 
Stamina: Infinite; does not require sleep or rest
Range: Extended Melee Range due to size, much further with magic, Low Multiversal with Astral Projection and Scrying
Standard Equipment: None Notable
Intelligence: At least Genius (Consistently rated above this category), possibly Extraordinary Genius (Its intelligence has been rated above Elder Brains at times)
Weaknesses: Unable to fully utilize the powers of the being it was created from | Demogorgon's two heads each have a different personality, resulting in extremely different battle tactics at times and constant in-fighting between the personalities. 
Spells (Avatar)
===At Will===
*Astral Projection
*Contagion
*Desecrate
*Detect Good
*Detect Law
*Fly
*Greater Dispel Magic
*Greater Teleport
*Project Image
*Telekinesis
*Unhallow
*Unholy Blight
===3/Day===
*Feeblemind
*Symbol of Death
===1/Day===
*Dominate Person
Supernatural Abilities (Avatar)
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. For instance, he could take two standard actions and two move actions, or he could take two full-round actions.
Energy Drain (Su): Any living creature hit by Demogorgon’s tail slap gains 1d4 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 a negative level has not been removed before 24 hours have passed, the afflicted opponent must succeed on a DC 37 Fortitude save to remove it. Failure means that the opponent’s level (or Hit Dice) is reduced by 1. The save DC is Constitution-based.
Gaze (Su): Each of Demogorgon’s heads has its own gaze attack. Any creature within 30 feet of the demon lord must make two successful DC 32 Will saving throws each round at the beginning of its turn, the first save against Demogorgon’s beguiling gaze and the second save against his insanity gaze. Creatures can avoid the need to make saving throws by averting their eyes or wearing a blindfold. Demogorgon can actively target foes with his beguiling gaze and insanity gaze, in which case each gaze requires a standard action to activate. Thanks to his dual actions ability, Demogorgon can use both gazes in the same round. He must split these gaze attacks between two targets to gain their effects. Conversely, as a standard action, he can lock the gazes of both heads on a single target and use a special hypnosis gaze effect. Demogorgon cannot use his hypnosis gaze during the same round in which he uses his beguiling gaze, his insanity gaze, or both.
*Beguiling Gaze: The gaze attack of Aameul, Demogorgon’s left head, is the equivalent of a charm monster spell with a range of 30 feet.
*Insanity Gaze: The gaze attack of Hethradiah, Demogorgon’s right head, is the equivalent of aninsanity spell with a range of 30 feet.
*Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a single target within 30 feet, that creature is affected as though by a hypnotism spell. Only a target with 15 Hit Dice or more is allowed a DC 32 Will saving throw to resist the effect. The save DCs for all three gaze attacks are Charisma-based.
Rot (Su) Any living creature touched by Demogorgon’s tentacles must succeed on a DC 37 Fortitude save, or its flesh and bones begin to rot. The creature takes 1d6 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 Constitution points return only with natural healing and cannot be restored with magic. The save DC is Constitution-based.
Summon Tanar’ri (Sp): Once per day, Demogorgon can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezu, 1d3 nalfeshnees, 1 marilith, or 1 balor. This ability is an equivalent of a 9th-level spell (CL 20th).
Amphibious (Ex): Even though Demogorgon has the aquatic subtype, he can survive indefinitely on land.
Typically prepared spells (True Form)
===At Will===
*Astral Projection
*Blasphemy
*Contagion
*Desecrate
*Detect Good
*Detect Law
*Fly
*Greater Dispel Magic
*Greater Magic Dispel
*Greater Teleport
*Plane Shift
*Project Image
*Shapechange
*Sticks to Snakes
*Telekinesis
*Unhallow
*Unholy Blight
===3/Day===
*Quickened Feeblemind
*Gate
*Quickened Greater Magic Dispel
*Heal
*Power Word Stun
===1/Day===
*Dominate Person
*Weird
Supernatural Abilities (True Form)
True Seeing (Su) As the true seeing spell; continuous
Aura of Demonic Command (Su): As the prince of Demons, Demogorgon exudes an aura of demonic command to a radius of 120 feet. With a few exceptions, no demons within this area can take any action without Demogorgon's permission. Demogorgon reflexively grants permission to act on the demon's turn. An affected demon in this area must make a DC 39 Will save whenever he attempts to take any action that Demogorgon does not permit. Success indicates that he may take the action, while failure means the demon not only loses that action but also takes 2d6 points of Charisma damage as Demogorgon's wrath tears into his mind. Demons within the area that Demogorgon is not aware of may act as they will, as can any demon with the Abyss-Bound Soul feat keyed to any other demon lord (although Demogorgon automatically recognizes rival Abuss-Bound Souls as soon as they enter his aura of demonic command). The Abyss-Bound Soul feat is detailed in Fiendish Codex I: Hordes of the Abyss. Demon lords are not affected by Demogorgon's aura of Demonic Command. The save DC is Charisma-based.
Rot (Su): Any living creature touched by Demogorgon's tentacles must succeed on a DC 46 Fortitude save or its flesh and bones rot away. The creature takes 1d8 points of Constitution damage immediately and 2 points of Constitution damage every hour thereafter until it dies or a remove disease spell is cast. This spell stops further damage only if the caster makes a DC 30 Caster Level check. The save DC is Constitution-based.
Energy Drain (Su): Any living creature hit by Demogorgon's tail slap gains 1d6 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 a temporary hit points. A DC 46 Fortitude save removes these negative levels. The DC is Constitution-based.
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.
Gaze (Su): Each of Demogorgon’s heads has its own gaze attack. Any creature within 30 feet of the demon lord must make two successful DC 39 Will saving throws each round at the beginning of its turn, the first save against Demogorgon’s beguiling gaze and the second save against his insanity gaze. Creatures can avoid the need to make saving throws by averting their eyes or wearing a blindfold. Demogorgon can actively target foes with his beguiling gaze and insanity gaze, in which case each gaze requires a standard action to activate. Thanks to his dual actions ability, Demogorgon can use both gazes in the same round. He must split these gaze attacks between two targets to gain their effects. Conversely, as a standard action, he can lock the gazes of both heads on a single target and use a special hypnosis gaze effect. Demogorgon cannot use his hypnosis gaze during the same round in which he uses his beguiling gaze, his insanity gaze, or both.
*Beguiling Gaze: The gaze attack of Aameul, Demogorgon’s left head, is the equivalent of a charm monster spell with a range of 30 feet.
*Insanity Gaze: The gaze attack of Hethradiah, Demogorgon’s right head, is the equivalent of aninsanity spell with a range of 30 feet.
*Hypnosis Gaze: If Demogorgon locks the gazes of both heads upon a single target within 30 feet, that creature is affected as though by a hypnotism spell. Only a target with 15 Hit Dice or more is allowed a DC 32 Will saving throw to resist the effect. The save DCs for all three gaze attacks are Charisma-based.
Summon Demon (Sp): Demogorgon can summon demons to his side to serve him, using a variant of most Tanar'ri's summon tanar'ri spell-like ability. He can summon any number of demons with this ability as a standard action, as long as all the demons summoned are of the same type- if Demogorgon wishes to summon a succubus and a nalfeshnee, he'll need to use this ability two separate times. He can summon up to 90 Hit Dice of demons per day with this ability. Although he can summon any type of demon (including lournaras, obyriths, and demons without a subrace), he cannot summon unique demons or demon lords using this ability. This ability is the equivalent of a 9th-level spell (CL 20th)
Symbol (Sp): Demogorgon can cast any symbol spell once per day as a spell-like ability (Sleep/Pain/Persuasion/Fear/Stunning/Weakness/Insanity/Death).
Constant Spell-Like Abilities: Since he can use fly, unholy aura, and greater magic fang at will as spell-like abilities, these spells are always in effect when he's encountered.
Item Master (Ex): Demogorgon can use any magic item, even spell completion items such as wans or scrolls. He can also create any magic 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.
Amphibious (Ex): Even though Demogorgon has the aquatic subtype, he can survive indefinitely on land.
==Gallery==
File:Demo1.png|The original depiction of Demogorgon
File:Demo2.png|1e Demogorgon
File:Demo3.png|Demogorgon and Orcus as they appeared in Mystara
File:Demo4.png|Demogorgon as shown in the Book of Vile Darkness
File:Demo5.png|Demogorgon's updated 3e appearance
File:Demo6.png|Demogorgon in 4th edition 
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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