TEXT: Stranger Things
  Demogorgon
  What the Duffer Bros. have said
  about the Stranger Things
  Demorgorgon
  "We don’t want to reveal much, other than to say it
  is an interdimensional being that has more in
  common with the shark from Jaws than Pennywise
  from It. When the monster enters our dimension,
  it’s like a shark breaching the water. Very much like
  a shark, it drags its prey back into its home, where
  it feeds. Each time it enters our world, it leaves a
  small tear, or wound. That’s what Joyce found in
  her wall in episode 4, and Nancy found in the tree
  in episode 5. These tears are almost like portholes
  into the Upside Down. But they don’t last very
  long. Like wounds, they eventually heal and seal
  up."
  Stranger Things
  Demogorgon
  Large aberration, unaligned
  Armor Class 17 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 15 (+2) 17 (+3) 5 (-3) 10 (+0) 11 (+0)
  Damage Resistances bludgeoning, piercing, and
  slashing damage from nonmagical weapons
  Condition Immunities charmed, frightened,
  poisoned
  Senses blindsight 240ft. (blind beyond this radius)
  Languages None
  Challenge 6 (2300 XP)
  Spider Climb. The Stranger Things Demogorgon can
  climb difficult surfaces, including upside down on
  ceilings, without needing to make an ability check.
  Upside Down Jaunt. The Stranger Things
  Demogorgon can use an action to transport itself
  and a creature it is grappling to the Upside Down,
  creating a portal into the Upside Down which lasts
  1d8 hours.
  Blood Frenzy. The Stranger Things Demogorgon has
  advantage on melee attack rolls against any creature
  that doesn't have all its hit points.
  Actions
  Multiattack. The Stranger Things Demogorgon
  makes two attacks: one with its bite and one with
  its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one creature. Hit: 11 (2d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 13 (2d8 + 4) slashing damage.
  Instead of dealing damage, the Stranger Things
  Demogorgon can grapple the target (escape DC
  15).
  Frightful Presence. Each creature of the Stranger
  Things Demogorgon's choice that is within 120
  feet of it and aware of it must succeed on a DC 15
  Wisdom saving throw or become frightened for 1
  minute. A creature can repeat the saving throw at
  the end of each of its turns, ending the effect on
  itself on a success. If a creature's saving throw is
  successful or the effect ends for it, the creature is
  immune to the Stranger Things Demogorgon's
  Frightful Presence for the next 24 hours.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Stranger Things.pdf