Some stats
- The fallen one
- Posts: 326
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Some stats
Not to sure if every one has seen this yet but here are some stats on Demogorgon. Goes to show you how easy we had it. look at those HP.
DEMOGORGON (Demon Prince)
Huge Outsider (Chaotic, Evil)
Hit Dice: 66d8+1056 (1353 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 44 (-2 size, +8 Dex, +28 natural)
Attacks: 2 tentacles +82 melee, tail lash +80 melee, 2 bites +80 melee
Damage: Tentacle 2d6+18 and disease, tail lash 2d6+9 and energy drain, bite 2d6+9
Face/Reach: 10 ft by 10 ft/15 ft
Special Attacks: Spell-like abilities, spells, psionics, disease, energy drain, summon demons, gaze attacks
Special Qualities: Damage reduction 40/+4, SR 34, demon qualities, telepathy, darkvision 60 ft
Saves: Fort +51, Ref +43, Will +48
Abilities: Str 47, Dex 26, Con 43, Int 36, Wis 36, Cha 38
Skills: Balance +73, Bluff +83, Climb +83, Concentration +85, Diplomacy +83, Disguise +69, Escape Artist +63, Gather Information +68, Heal +78, Intimidate +83, Jump +73, Knowledge (arcana) +82, Knowledge (planes) +82, Knowledge (religion) +82, Listen +73, Move Silently +68, Scry +78, Search +78, Sense Motive +78, Spellcraft +82, Spot +73
Feats: Ambidexterity, Blind-Fight, Combat Casting, Cleave, Dodge, Great Cleave, Improved Disarm, Improved Initiative, Improved Trip, Mobility, Multiattack, Power Attack, Spring Attack, Sunder, Weapon Focus (bite, tentacle, tail)
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1-2 balors plus 1-4 glabrezu)
Challenge Rating: 45
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: —
It is contended by some that this demon prince is supreme. His hatred for Orcus is immense and unending, followed closely by his hatred for Graz’zt.
Demogorgon appears as an 18-foot tall reptilian-humanoid. He has two heads that bear the visages of baboons. His blue-green skin is plated with snake-like scales, his body and legs are those of a giant lizard, his twin necks resemble snakes, and his thick tail is forked. In place of arms, he has two huge tentacles.
COMBAT
Demogorgon attacks first using his gaze weapons and should any survive the onslaught, he will utilize his tentacles, tail, and bites. He uses his spells and spell-like abilities liberally in combat, and should the combat go against him, he will summon demons to cover his escape.
Spell-Like Abilities: At will- blasphemy, charm monster, charm person, deeper darkness, desecrate, detect good, detect law, detect thoughts, fear, greater dispelling, polymorph self, pyrotechnics, read magic, see invisible, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of ice; 1/day—feeblemind, power word (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 24 + spell level).
Spells: Demogorgon casts arcane spells as a 20th-level sorcerer (save DC 24 + spell level) and divine spells as a 20th-level cleric (save DC 23 + spell level). He has access to the domains of Chaos, Evil, Trickery, and War.
Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 24 + spell level).
Disease (Su): Supernatural disease—tentacle attack, Fortitude save (DC 59), incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, this continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic (see Disease page 74 in the Dungeon Master’s Guide).
Energy Drain (Su): Living creatures hit by Demogorgon’s tail lash receive two negative levels. The Fortitude save to remove a negative level has a DC of 57.
Gaze Attacks (Su): Each of Demogorgon’s head’s can emit one gaze effect each round; hypnotism and insanity. If he focuses both gazes on one foe, he can dominate his opponent.
Each gaze effect resembles a spell cast by a 20th-level sorcerer. All gazes have a range of 50 feet and a save DC of 57.
Hypnotism: Left head; the target must succeed at a Will save or be affected as though by the spell.
Insanity: Right head; the target must succeed at a Will save or be affected as though by the spell.
Domination: Both heads combined; the target must succeed at a Will save or be affected as though by the spell.
Summon Demons (Sp): Three times per day Demogorgon can automatically summon summon 1d2 balors, 1d3 nalfeshnees or glabrezu, or 1d4 mariliths.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Telepathy (Su): Demogorgon can communicate telepathically with any creature within 100 feet that has a language.
Demogorgon first appeared in the Monster Manual (Gary Gygax, 1977).
DEMOGORGON (Demon Prince)
Huge Outsider (Chaotic, Evil)
Hit Dice: 66d8+1056 (1353 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 44 (-2 size, +8 Dex, +28 natural)
Attacks: 2 tentacles +82 melee, tail lash +80 melee, 2 bites +80 melee
Damage: Tentacle 2d6+18 and disease, tail lash 2d6+9 and energy drain, bite 2d6+9
Face/Reach: 10 ft by 10 ft/15 ft
Special Attacks: Spell-like abilities, spells, psionics, disease, energy drain, summon demons, gaze attacks
Special Qualities: Damage reduction 40/+4, SR 34, demon qualities, telepathy, darkvision 60 ft
Saves: Fort +51, Ref +43, Will +48
Abilities: Str 47, Dex 26, Con 43, Int 36, Wis 36, Cha 38
Skills: Balance +73, Bluff +83, Climb +83, Concentration +85, Diplomacy +83, Disguise +69, Escape Artist +63, Gather Information +68, Heal +78, Intimidate +83, Jump +73, Knowledge (arcana) +82, Knowledge (planes) +82, Knowledge (religion) +82, Listen +73, Move Silently +68, Scry +78, Search +78, Sense Motive +78, Spellcraft +82, Spot +73
Feats: Ambidexterity, Blind-Fight, Combat Casting, Cleave, Dodge, Great Cleave, Improved Disarm, Improved Initiative, Improved Trip, Mobility, Multiattack, Power Attack, Spring Attack, Sunder, Weapon Focus (bite, tentacle, tail)
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1-2 balors plus 1-4 glabrezu)
Challenge Rating: 45
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: —
It is contended by some that this demon prince is supreme. His hatred for Orcus is immense and unending, followed closely by his hatred for Graz’zt.
Demogorgon appears as an 18-foot tall reptilian-humanoid. He has two heads that bear the visages of baboons. His blue-green skin is plated with snake-like scales, his body and legs are those of a giant lizard, his twin necks resemble snakes, and his thick tail is forked. In place of arms, he has two huge tentacles.
COMBAT
Demogorgon attacks first using his gaze weapons and should any survive the onslaught, he will utilize his tentacles, tail, and bites. He uses his spells and spell-like abilities liberally in combat, and should the combat go against him, he will summon demons to cover his escape.
Spell-Like Abilities: At will- blasphemy, charm monster, charm person, deeper darkness, desecrate, detect good, detect law, detect thoughts, fear, greater dispelling, polymorph self, pyrotechnics, read magic, see invisible, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of ice; 1/day—feeblemind, power word (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 24 + spell level).
Spells: Demogorgon casts arcane spells as a 20th-level sorcerer (save DC 24 + spell level) and divine spells as a 20th-level cleric (save DC 23 + spell level). He has access to the domains of Chaos, Evil, Trickery, and War.
Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 24 + spell level).
Disease (Su): Supernatural disease—tentacle attack, Fortitude save (DC 59), incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, this continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic (see Disease page 74 in the Dungeon Master’s Guide).
Energy Drain (Su): Living creatures hit by Demogorgon’s tail lash receive two negative levels. The Fortitude save to remove a negative level has a DC of 57.
Gaze Attacks (Su): Each of Demogorgon’s head’s can emit one gaze effect each round; hypnotism and insanity. If he focuses both gazes on one foe, he can dominate his opponent.
Each gaze effect resembles a spell cast by a 20th-level sorcerer. All gazes have a range of 50 feet and a save DC of 57.
Hypnotism: Left head; the target must succeed at a Will save or be affected as though by the spell.
Insanity: Right head; the target must succeed at a Will save or be affected as though by the spell.
Domination: Both heads combined; the target must succeed at a Will save or be affected as though by the spell.
Summon Demons (Sp): Three times per day Demogorgon can automatically summon summon 1d2 balors, 1d3 nalfeshnees or glabrezu, or 1d4 mariliths.
Demon Qualities (Ex): Immune to poison and electricity; cold, fire, and acid resistance 20.
Telepathy (Su): Demogorgon can communicate telepathically with any creature within 100 feet that has a language.
Demogorgon first appeared in the Monster Manual (Gary Gygax, 1977).
- Silvanerian
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- The fallen one
- Posts: 326
- Joined: Wed Jan 10, 2001 11:00 pm
- Location: Edmonton,Alberta,Canada
- Contact:
I tried to find the other edition stats the ones that read up to 25, but I could not find them. I use to have them along time ago in the legends and lore back in the day when I played AD&D. If anyone has them please post them here. They would make more sense to me and maybe some others as well. Would be nice to compare to our chacters as in stat wise for str. and dex.
- Arch_Angel
- Posts: 197
- Joined: Sat Jul 21, 2001 10:00 pm
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Demogorgon is apparently enlightened and intelligent beyond mortal comprehension, and a damn smooth talker to boot.Originally posted by Arch_Angel:
<STRONG>How on earth does someone (or something rather) end up with a charisma of 38?</STRONG>
Merely the fact that any mortal could ever beat a being with Int 36 is rediculous. That thing should be a million moves ahead of you at all times.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.