Originally appearing in Dungeon #150 as part of the Savage Tide Adventure Path I converted him for use in a dreamscape boss fight orchestrated by Ilsensine as part Dawn of the Overmind. It is one of two monsters that Demogorgon can summon to aide him in the boss fight – the other being Sir Kargoth the First Death Knight.
ARENDAGROST: THE MAW OF THE ABYSS
It is huge: a corpulent thing of darkness and hate and madness. A trio of maws gape from vaguely fiendish heads, each gigantic rotting mouth filled with row upon row of fangs. An obscenity of anger the size of a house, its body is little more than a writhing tangle of tentacles, each large enough to crush the life out of a man with but a moment’s idle whim.
Arendagrost is the legendary offspring of Demogorgon, the Prince of Demons, and Malcanthet, Queen of the Succubi, the result of their unholy tryst. For an age, Arendagrost was kept secretly shackled in the deepest bowels of Abysm, an abomination so horrid that not even the demon lord could stomach its twisted countenances. Arendagrost first known appearance occurred almost 400 years ago when Lord Kargoth, first of the death knights, released Arendagrost from its prison as part of a profane ritual corrupting the power of the Orb of Sol. Arendagrost was unleashed upon the Great Kingdom outside Rel Deven and cut a swath of destruction toward the capital of Rayxes, laying waste to all in his path before finally being cut down by the combined might of the Knight Protectors of the Great Kingdom. Arendagrost’s defeat banished it back to Gaping Maw for 100 years but it had proven its worth to its father.
Demogorgon saw that Arendagrost could be used to enforce his will if monitored carefully. The Prince of Demons created a lair for Arendagrost beneath the fortress of Ungorth Reddik, where it could serve to guard the land approach to his capital city of Lemoriax. Arendagrost also proved to be an expedient way to dispose of powerful prisoners that Demogorgon wished to eliminate. Alter Arendagrost initial banishment had ended, Demogorgon began using it cautiously to wreak havoc and destruction on other layers of the Abyss and other planes, legends tell of a small Material Plane world, now cold and dead, that incurred Dernogorgon’s wrath. He sent Arendagrost to punish it for a century. In addition, both Orcus and Graz’zt have felt the heavy tread of the
Maw of the Abyss in assaults upon their homes. In addition to its first death upon the Material Plane, Arendagrost has been slain twice in combat with Orcus though always at the cost of many of- the Prince of Undeath’s most powerful servants, banishing it again to Gaping Maw. Arendagrost is once again nearing the end of its latest term of banishment, and Demogorgon is contemplating new strategies of deployment against powerful strongholds on the Material Plane rather than wasting its might in futile battles with other demon lords. In a few short years, the “Tarrasque of the Great Wheel” will once again prey upon mortal worlds.
Arendagrost is a being of pure hate and tends to crash into combat in almost mindless savagery, revelling in the destruction he causes. Characters slain or incapacitated by the creature are devoured as soon as possible. The destruction caused by its draconic heads is of particular amusement to the creature, and it attacks until with its breath weapons as often as possible delighting in turning its ire onto characters that appear to be near death, waiting for them to beg for mercy or quiver in terror before obliterating them. Arendagrost only withdraws from combat at Demogorgon’s direct order
Demogorgon and Malcanthet produced many other hideous offspring, but none as horrific and powerful as The Maw of the Abyss. As a fiend, Arendagrost breathes but does not need to eat or sleep. It does not appear that
Arendagrost can produce his own offspring, but since he attempts to destroy any other being it encounters, this theory is unlikely to be tested., Arendagrost can only be permanently killed on the Gaping Maw, it’s home layer of the Abyss.
Gargantuan fiend, chaotic evil
Armor Class 19 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 60 ft., burrow 30 ft., fly 50 ft., swim 40 ft.
|30 (+10)||10 (+0)||29 (+9)||6 (-3)||14 (+2)||16 (+3)|
Saving Throws DEX +7, CON +16, WIS +9, CHA +10
Skills perception +16, stealth +7
Damage Resistancebludgeoning, piercing and slashing from nonmagical attacks that are not cold iron
Damage Immunitiesacid, fire, lightning, poison
Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 26
Languages Abyssal, telepathy 100 ft.
Challenge 24 (62,000 XP)
Amphibious. Arendagrost can breathe air and water.
Death Gaze. When a creature that can see Arendagrost’s eyes starts its turn within 30 feet of the him, Arendagrost can force it to make a DC 22 Constitution saving throw if Arendagrost isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly killed. Otherwise, a creature that fails the save takes 64 necrotic damage. The target dies if reduced to 0 hit points by this gaze. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Arendagrost until the start of its next turn, when it can avert its eyes again. If the creature looks at Arendagrost in the meantime, it must immediately make the save.
Fast Healing. Arendagrost regains 20 hit points at the start of his turn if he has at least 1 hit point.
Legendary Resistance (3/Day). If Arendagrost fails a saving throw, it can choose to succeed instead.
Magic Resistance. Arendagrost has advantage on saving throws against spells and other magical effects.
Multiple Heads. Arendagrost has three heads. While he has more than one head, Arendagrost has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Reactive Heads. For each head Arendagrost has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Whenever Arendagrost takes 195 damage it loses a head and one of its breath weapon actions. PCs can make concerted effort to attack a specific head, if they do, the AC of this attack is 22. On a successful hit the attack critical on a 19 or 20 but Arendagrost may make a bite attack with the targeted head as a reaction.
Multiattack. Arendagrost makes as many bite attacks as he has heads. Alternatively, he may use all his breath weapons in the same turn so long as they are all recharged.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 32 (4d10 + 10) piercing damage. This attack scores a critical hit on a 19 or 20.
Undulating Tentacles. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 17 (2d6 + 10) bludgeoning damage. This attack scores a critical hit on a 19 or 20. If the target is a creature it must make a DC 25 Strength check or be sent flying 1 foot for each number it failed the save by (minimum 10 feet) in a direction determined by Arendagrost and landing prone.
Fire Breath (Recharge 5–6). Arendagrost exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Cold Breath (Recharge 5–6).Arendagrost exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Acid Breath (Recharge 5–6). Arendagrost exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Arendagrost can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Arendagrost regains spent legendary actions at the start of its turn.
- Tentacle Attack. Arendagrost makes an undulating tentacle attack.