We have been rewatching Stranger Things in anticipation of the new, and final, season coming on Wednesday. I thought it might be fun to revisit their classic monster for the system that influenced the show so much.
Demogorgon (The Creature)
Interdimensional Predator
FREQUENCY: Very rare
NO. APPEARING: 1 (rarely 1–2)
ARMOR CLASS: 4
MOVE: 15"
HIT DICE: 8+8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 claws
DAMAGE/ATTACK: 4–9 / 4–9 (1d6+3) plus special (bite 1-8)
SPECIAL ATTACKS: Bite latch, dimensional scent, drag
SPECIAL DEFENSES: Regeneration, surprise, fire vulnerability
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to Low (1–6)* high cunning
ALIGNMENT: Chaotic Evil
SIZE: M (7 feet tall, thin, humanoid)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VIII / 1,650 + 12 per hp
A tall, gaunt humanoid creature with elongated limbs and a head that opens like a five-petaled flower. The interior of its "face" is ringed with rows of needle-like teeth. Its flesh is pale, hairless, and amphibian-like. Movement is unnaturally fluid and silent.
Demogorgons exist between worlds. They slip into Prime Material spaces only when the veils thin or when drawn through by psychic resonance or magical disruption.
Demogorgons fight with terrifying speed and ferocity. They prefer to stalk prey for several minutes, using their ability to sense blood, fear, or psychic emanations.
Claw Attacks: Each claw deals 1–6+3 damage. A natural 19 or 20 indicates the Demogorgon has seized the target, granting it a +2 to hit with its bite.
Bite Latch: Once latched, the creature bites for 1–8 damage per round automatically until the victim is freed. Strength checks or magical force are required to break free.
Dimensional Scent: Demogorgons can sense living creatures across thin planar boundaries. They detect invisible, ethereal, or phase-shifted beings within 6", ignoring illusions involving scent or blood.
This ability also allows them to track wounded prey with near-perfect accuracy.
Drag Into Shadow: If the Demogorgon is adjacent to a dimensional weak spot (DM’s discretion: portals, rifts, magical failures, etc.), it may drag a victim through with a successful hit roll followed by a Strength contest. The victim is taken into a dark parallel space similar to the Upside Down.
Regeneration: Demogorgons regenerate 1 hp per round unless damaged by fire or holy/radiant magical effects.
Surprise: Due to absolute silence and unnatural motion, Demogorgons surprise on a 1–3 in 6.
Fire Vulnerability: Demogorgons fear fire. Fire causes it to go last in the initiative round and causes +2 damage per successful hit.
Demogorgons are apex predators of a hostile parallel ecology. They do not communicate in a conventional sense. They react aggressively to psychic disturbance, emotional trauma, and bloodshed. Some appear to be specifically drawn to magical or psionic children.
They do not gather treasure, nor construct lairs, but they linger near dimensional bleed sites that link their realm to others. They live only to hunt.
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Just under 60 hours to go!

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