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D&D 5eMonsters & NPCs

Stranger Things’ Demogorgon and Demodogs for your game

Halloween is just around the corner and being you and your friends Stranger Things fans, you wanted to create a one-shot with some of its beasts (or you just want to add them to your game). I’ve got just what you need!

If you have ever played D&D before watching the TV series, and know a bit about the demogorgon you will know that the one from the series has nothing to do with the real D&D monster. I looked at some of the things this Upside Down’s creature could do and from there I started creating its stat block. I thought it would be fun to also add the three phases we saw from D’art during the second season, so I created some for them as well.

Demodogs & Demogorgons (Stranger Things)

Demodog (1st phase)


Tiny demon, chaotic evil
Armor Class 9
Hit Points 11 (3d4+4)
Speed 20 ft.
STRDEXCONINTWISCHA
10(+0)9(-1)14(+2)12(+1)15(+2)7(-2)
Skills Perception+4, Survival+4

Damage Resistance Poison

Senses Darkvision 60 ft., Passive Perception 14

Languages understands Abyssal and Common but can't speak

Challenge 1/8 (25XP)
ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 3 (1d6) poison damage.


Demodog (2nd phase)


Small demon, chaotic evil
Armor Class 12
Hit Points 27 (5d6+10)
Speed 30 ft.
STRDEXCONINTWISCHA
12(+1)13(+1)15(+2)13(+1)15(+2)9(-1)
Skills Perception+4, Survival+4

Damage Resistance Poison

Senses Darkvision 60 ft., Passive Perception 14

Languages understands Abyssal and Common but can't speak

Challenge 1/2 (100XP)
ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The demodog deals 3 (1d4+1) piercing damage plus 3 (1d6) psychic damage by biting another creature. The target must make a DC12 Intelligence Saving Throw or become dizzy, which works just like becoming poisoned does.


Demodog (3nd phase)


Medium demon, chaotic evil
Armor Class 14 (natural armor)
Hit Points 45 (6d8+18)
Speed 30 ft.
STRDEXCONINTWISCHA
14(+2)15(+2)16(+3)12(+1)15(+2)9(-1)
Skills Athletics+4, Perception+4, Survival+4

Damage Resistance Poison

Senses Darkvision 60 ft., Passive Perception 14

Languages understands Abyssal and Common but can't speak

Challenge 1 (200XP)
Keen Sight and Smell The demodog has advantage on Wisdom (Perception) checks that rely on smell.
ACTIONS

Multiattack. The demodog does two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The demodog grapples the target. It deals 4 (1d4+2) piercing damage plus 3 (1d6) psychic damage by biting another creature. The target must make a DC12 Intelligence Saving Throw or become dizzy, which works just like becoming poisoned does.


Demogorgon (Stranger Things)


Large demon, chaotic evil
Armor Class 16 (natural armor)
Hit Points 153(18d10+30)
Speed 30 ft.
STRDEXCONINTWISCHA
16(+3)15(+2)16(+3)13(+1)16(+3)10(+0)
Skills Athletics+5, Intimidation+2, Perception+5, Survival+5

Damage Resistance Poison

Senses Darkvision 60 ft., Passive Perception 15

Languages understands Abyssal and Common but can't speak

Challenge 6 (2300XP)
Keen Sight and Smell The demogorgon has advantage on Wisdom (Perception) checks that rely on smell.
ACTIONS

Multiattack. The demogorgon makes two claw attacks and a bite attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The demogorgon grapples the target. It deals 8 (1d10+3) piercing damage plus 13 (3d8) psychic damage by biting another creature. The target must make a DC13 Constitution Saving Throw or become dizzy, which works just like becoming poisoned does. If this damage reduces the target to 0 hit points, the demogorgon kills the target by ripping its head off.


LEGENDARY ACTIONS

Bite. The demogorgon makes a bite attack.

Hideous Screech. The demogorgon emits a terrifying screech within a 60ft radious from it. Each creature that is not a demodog in that area that isn't deafened must succeed on a DC16 Wisdom Saving Throw or be frightened for a minute. While a creature is frightened in this way, its speed is halved. The target can repeat the saving throw at the end of each of its turns.



Some extra features

If you want to add some extra flavor:

  • Make Demodogs’ (phase 3) bites when target is prone or Demogorgons’ bites silence their targets as they will be biting their entire heads. This adds some extra difficulty and makes them much creepier.
  • Add an extra shout for the Demogorgon that can call 1d4 demodogs (phase 3)

The Upside Down

If you are planning on using the Upside Down for these beasts, that place is something simmilar to the Shadowfell plane. You can learn more about it from the Dungeon Master’s Guide.

Design Notes

It took me a long time to decide whether this beasts would do poison or psychic damage. I thought poison kind of suited them because of the way they looked, but psychic damage made more sense. That’s why I decided to make them poison resistant, but to deal psychic damage.

They also have mouths and are linked by a hive mind in the same way mind flayers do. I based the bite attack on the Extract Brain one from the mind flayers. However, I wanted these monsters to not just be reskinned versions from another one, so I added the dizziness aspect to make them more dangerous. The Hideous Screech also works as a terrifying sound to scare your players, and being able to use it during their turns makes it even more scary and deadly!



Is there something you would have changed or loved about the demogorgon or demodogs? Let’s debate about it in the comments!

Be sure to tell me how you plan on using them if you are to do it. Love reading your evil plans.