Large Celestial, Chaotic Good
Armor Class 20 (Natural Armor)
Hit Points 465 (30d10 + 300)
Speed 40 ft., swim 60 ft.
STR
30 (+10)
DEX
24 (+7)
CON
30 (+10)
INT
21 (+5)
WIS
25 (+7)
CHA
25 (+7)
Saving Throws DEX +15, CON +18, WIS +15, CHA +15
Skills Intimidation +15, Perception +23, Stealth +15
Damage Resistances Cold, Lightning
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Blindsight 60 ft., Darkvision 240 ft., Truesight 120 ft., Passive Perception 33
Languages Aquan, Celestial, Common, Sylvan
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Amphibious. Dakuwaqa can breathe air and water.

Blood Frenzy. Dakuwaqa has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Denticles. Dakuwaqa’s skin is covered in razor sharp, tooth-like scales. Unless Dakuwaqa wishes otherwise, a creature that touches Dakuwaqa or hits him with a melee attack while within 5 feet of him takes 4 (1d8) slashing damage.

Discorporation. When Dakuwaqa drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in Lalotai, and he is unable to take physical form for a time.

Innate Spellcasting. Dakuwaqa’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: animal messenger, conjure animals (3rd-level spell, summons one hunter shark or four reef sharks) detect magic, holy weapon (lei'o'mano only), shape water, tidal wave, wall of water, water breathing, water walk

3/day each: conjure fey (summons a giant shark), control water, dispel magic, fear, invisibility, maelstrom, polymorph (transforms target into a giant shark, hunter shark, or reef shark), watery sphere

1/day each: control weather, fog cloud (9th-level spell, 180 foot radius), plane shift, spirit guardians (9th-level spell, 9d8 radiant damage on a failed saving throw, appear as spectral sharks), storm of vengeance, tsunami, whirlwind

Legendary Resistance (3/Day). If Dakuwaqa fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Unless he wishes to be affected, Dakuwaqa is immune to spells of 4th level or lower. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Dakuwaqa’s weapon attacks are magical.

Regeneration. Dakuwaqa regains 30 hit points at the start of his turn.

Shark Caller. Spells cast by Dakuwaqa that summon sharks have a casting time of 1 bonus action and do not require concentration and automatically last for their full duration.

Shark Lord. Dakuwaqa can command any shark within 120 feet of him, using telepathy.  As a shark deity, Dakuwaqa's command over a shark is absolute, overriding any mortal creature's attempts to command it.

Actions

Multiattack. Dakuwaqa makes three attacks: two with his lei'o'mano and one with his bite.  He can use his tail instead of his bite.

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 26 (3d10 + 10) piercing damage.

Lei'o'mano. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing or slashing damage (Dakuwaqa's choice).

Tail. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage, and the target must succeed on a DC 26 Strength saving throw or be knocked prone

Haka. Dakuwaqa performs a war dance, which continues until the start of his next turn or he loses concentration (as though concentrating on a spell).  While performing the dance, Dakuwaqa is unable to move or take any actions, bonus actions, or reactions.  Upon completing the dance at the start of his next turn, each creature of Dakuwaqa's choice within 120 feet of him and aware of him must succeed on a DC 23 Charisma saving throw or become frightened until the start of Dakuwaqa's following turn.

Until the start of Dakuwaqa's next turn, if Dakuwaqa or one of his allies hits a frightened creature, the hit is a critical hit.

Change Shape. Dakuwaqa magically polymorphs into a shark or humanoid with an innate swimming speed that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Dakuwaqa's choice).

In a new form, Dakuwaqa retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, traits, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Reactions

War Cry (1/day). When any creature rolls for initiative, Dakuwaqa can perform a haka.  A haka performed as a reaction is considered to have begun during a previous round: Dakuwaqa takes his turn normally during the first round of combat.

Legendary Actions

Dakuwaqa 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. Dakuwaqa regains spent legendary actions at the start of his turn.

Cast Spell. Dakuwaqa casts 1 of his at will spells.

Surge. Dakuwaqa moves up to his speed.

Swat Away. Dakuwaqa makes a lei'o'mano attack. If the attack hits, the target must succeed on a DC 26 Strength saving throw or be pushed 15 feet in a straight line away from Dakuwaqa. If the saving throw fails by 5 or more, the target falls prone.

Tail. Dakuwaqa makes a tail attack.

Feeding Frenzy (Costs 2 Actions). Dakuwaqa makes a bite attack against each creature within 10 feet of him.

Description

The Shark God of the Reef appears as a massive humanoid with the head, tail, and fin of a shark; standing 15 feet tall, and 20 feet long from nose to tail.  His blue-gray skin is covered in tā moko, traditional tattoo-like markings carved into the skin, and is rougheven sharpto the touch.  His face is that of a golden-eyed bull shark. Bare of chest and foot, he wears only a piupiu grass skirt and leather straps on his wrists, ankles, and tail.

Dakuwaqa wields an enormous lei'o'mano, a flat, sword-shaped wooden club with shark teeth lashed to its edges.  He has named his weapon Frenzy and is able to summon it into his hand at will; though he is no less dangerous without it, fully able to shred his enemies to ribbons with his bare hands and jaws.

Reformed Conqueror. Fearless, headstrong, and jealous, the Guardian of the Reef was once a god of conquest who set about conquering the islands of the South Sea on the Material Plane, seeking establish himself as the chief deity in the region. 

It was during one such conquest that he knew his first and only defeat at the hands of a fellow sea deity, the goddess Kadavu, in the form of a giant octopus, who used her arms to restrain him.  Unable to break free, and unable to move, Dakuwaqa, in his shark form, began to suffocate.  Kadavu offered to release Dakuwaqa on the condition that the Shark God cease his conquest; arguing that if he truly wanted worshipers, he could earn more are a beneficent god than a tyrannical one.  Dakuwaqa agreed to Kadavu's terms, and took her advice to heart, becoming a guardian deity of the islands' reefs.

Boisterous Tides. Though he has reformed himself into a protector, Dakuwaqa's disposition has not much changed.  Highly mercurial, his moods are as unpredictable and change as frequently as the tides.  He revels in sport and competition.  Proud and headstrong, he answers any challenge without so much as a second though.  Egotistical, he has a deep craving for attention (especially from mortals)which was his primary reason for his previous attempts at conquest.

Blood in the Water.  The Guardian of the Reef has a long history of animosity with Sekolah, the Caller from the Depths, and the two shark gods and their followers attack one another on sight.  It is believed Sekolah instigated Dakuwaqa's attack on Kaduva's island, manipulating Dakuwaqa into attacking believing Kaduva would kill him.  Others believe that Dakuwaqa and Sekolah were once the same being, which split into two distinct identities after being defeated by Kaduva.  Neither will comment one way or the other about either theory.

Both are gods of the sea, sharks, strength, and war.  But there the similarities end.  The lawful evil Sekolah represents all the negative aspects of a shark while chaotic good Dakuwaqa embodies the positive.  Where Sekolah represents tyranny, Dakuwaqa represents protection and freedom.  Sekolah's desire for strife and bloodshed are countered by Dakuwaqa's desire for harmony and the preservation of life and the natural balance.  While Sekolah preaches greed and plunder, Dakuwaqa teaches moderation, taking only what one needs.  Sekolah roams the frigid dark depths of the Nine Hells, while Dakuwaqa patrols the warm, sunny shallows of Arborea and the Feywild.

Lair and Lair Actions

Dakuwaqa’s Lair

Dakuwaqa’s realm is Lalotai, a demiplane consisting of an endless reef of bioluminescent corals.  The waters of Lalotai are phantasmal, thin as air, making it breathable to land-dwelling and aquatic creatures alike.  Creatures with no swimming speed float slowly to the bottom where they can walk normally while those that have a swimming speed are able to swim through the phantasmal water as a flying creature would through the air.

Lair Actions

On initiative count 20 (losing initiative ties), Dakuwaqa takes a lair action to cause one of the following effects; Dakuwaqa can’t use the same effect two rounds in a row:

  • Each shark that Dakuwaqa can see can use its reaction to move up to its speed.
  • Each shark within 120 feet of Dakuwaqa can use its reaction to make a bite attack.
  • Until the next initiative count 20, all sharks within the lair are enraged, causing the next hit they score against a creature to deal double damage.

Regional Effects

The region surrounding the lair of a the shark god is steeped in powerful magic, which creates one of more of the following effects:

  • Dakuwaqa can alter the weather at will in a 6-mile radius centered on his lair. The effect is identical to the control weather spell and can replicate the storm of vengeance spell once per day.
  • Underwater animals, plants, and good-aligned creatures within 6 miles of Dakuwaqa’s lair gain vigor as they evolve toward an idealized form, taking on dazzlingly brilliant hues. Such creatures are aggressive toward evil-aligned intruders in the area, but are rarely aggressive toward anything else that isn’t normal prey. Evil creatures can’t tolerate the holy atmosphere within the same distance, and are harassed by the creatures under the influence of this effect, causing them to usually choose to live much farther from her domain.
  • Sharks that remain within 6 miles of Dakuwaqa's lair for at least 8 hours have a 25% chance of being awakened, while sharks that remain within 1 mile the lair for the same duration have a 50% chance.

If Dakuwaqa dies, all weather effects fade immediately and the color of underwater animals and plants fades to normal over 1d10 days.  Awakened sharks remain as they are.

Previous Versions

Name Date Modified Views Adds Version Actions
3/27/2020 12:23:02 AM
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Monster Tags: NPC

Habitat: CoastalUnderwater

Sam_Hain

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