Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Demogorgon has advantage on saving throws against spells and other magical effects.
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Spellcasting. Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: detect magic, major image
1/day each: feeblemind, project image
3/day each: dispel magic, fear, telekinesis
Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack with a use of Gaze.
Tentacle. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit:28 (3d12 + 9) force damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Gaze. Demogorgon turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6):
Gaze. Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing Gaze.
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit:20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.
Cast a Spell (Costs 2 Actions). Demogorgon uses Spellcasting.
Are two heads better than one? In Demogorgon's case, the two double the horror and the chaos.