Gargantuan elemental humanoid (aquatic, demon)
Level 34 Solo Controller XP 195000
Initiative +24 Senses Perception +28; Darkvision
HP 1260; Bloodied 630
AC 48; Fortitude 46, Reflex 43, Will 44
Resist 30 variable (3/encounter)
Saving Throws +5
Speed 8, teleport 10, swim 8
Action Points 2
Tentacle Strike (standard, at-will)
Reach 5; +39 vs AC; 3d8+8 damage.
Forked Tail (standard, at-will) Necrotic
Close blast 5; +35 vs Reflex; 2d10+10 necrotic damage, and the target is weakened (save ends).
Tentacle Blast (standard, at-will)
Close blast 5; +35 vs Fortitude; 2d8+8 damage, and ongoing 15 damage (save ends). If Demogorgon’s attack deals ongoing damage to a creature that is already taking ongoing damage, the ongoing damage increases by 5.
Inescapable Grasp (standard, at-will) Teleportation
Ranged 50; +37 vs Reflex; the target is teleported to a space within 5 squares of Demogorgon.
Aameul's Gaze (minor 1/round, at-will) Psychic, Gaze
Close blast 5; targets enemies; +35 vs Will; 2d10+10 psychic damage, and the target is dazed (save ends). If the target is already dazed, it is instead dominated (save ends).
Hethradiah's Gaze (minor 1/round, at-will) Psychic, Gaze
Close blast 5; +35 vs Will; 1d12+10 psychic damage, and the target uses an at-will attack power of Demogorgon's choice against a target of Demogorgon's choice as a free action.
Dual Aspects of Demogorgon (standard, recharge
Close blast 10; targets enemies; +35 vs Will; 4d10+10 psychic damage, and the target is knocked unconscious (save ends).
Gaze of Abyssal Might (free, when an enemy starts its turn within 10 squares of demogorgon, at-will)
Close burst 10; targets the triggering creatures; +37 vs Will; the target is dazed until the end of its turn.
At the start of combat, Demogorgon makes two initiative checks. Each check corresponds to one of Demogorgon’s heads—Aameul or Hethradiah—and Demogorgon takes a turn on both initiative counts. Demogorgon has a full set of actions on each of these turns, and Demogorgon’s ability to take an immediate action refreshes on each turn. Each of Demogorgon’s heads is unable to use the attack power named for the other head.
At the end of each of his turns, Demogorgon saves against dazed and stunned conditions and charm effects.
Alignment Chaotic evil Languages Abyssal, Common
Skills Arcana +27, Athletics +35, Diplomacy +33, Insight +28, Intimidate +33
Str 36 (+30) Dex 25 (+24) Wis 23 (+23)
Con 35 (+29) Int 30 (+27) Cha 32 (+28)
Published in Monster Manual 2, page(s) 41.