Amphibious. Dagon can breathe air and water.
Form of Madness. Any creature that starts its turn within 120 feet of Dagon that can see him must make a DC 23 Wisdom saving throw. On a failed save, the creature is frightened and suffers the effect of the confusion spell until the start of Dagon's next turn. If a creature's saving throw is successful, the creature is immune to Dagon's Form of Madness for the next 24 hours.
Innate Spellcasting. Dagon's spellcasting ability is Charisma (spell save DC 23). Dagon can innately cast the following spells, requiring no material components:
At will: darkness, detect evil and good, dream, freedom of movement
3/day each: dispel magic, telekinesis, teleport
1/day each: control weather, gate, symbol
Legendary Resistance (3/Day). If Dagon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Dagon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Dagon's weapon attacks are magical.
Regeneration. Dagon regains 15 hit points at the start of his turn.
Siege Monster. Dagon deals double damage to objects and structures.
Multiattack. Dagon makes five attacks: two with his tentacles, two with his claws, and one with his bite.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) piercing damage. If the target is a Large or smaller creature grappled by Dagon, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Dagon, and it takes 49 (14d6) acid damage at the start of each of Dagon's turns.
If Dagon takes 50 damage or more on a single turn from a creature inside him, Dagon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Dagon. If Dagon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.
Claw. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) slashing damage.
Fling. One Large or smaller object held or creature grappled by Dagon is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Tentacle. Melee Weapon Attack: +18 to hit, reach 40 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 26) and must succeed on a DC 24 Constitution saving throw or be poisoned for 1 minute. Until this grapple ends, the target is restrained. A poisoned creature no longer grappled by Dagon can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Dagon has ten tentacles, each of which can grapple one target.
Doomsong (Recharge 6). Dagon emits a hypnotic, rumbling song that can lure nearby creatures to his location. Each creature within 300 feet of Dagon that can hear him must succeed on a DC 23 Wisdom saving throw or be charmed by Dagon for until the song ends. While charmed, the creature must use its movement on each of its turns to move within reach of Dagon. When the creature has done so, it can't willingly move away from Dagon.
If the charmed creature takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Dagon must concentrate to maintain the song (as if concentrating on a spell), which lasts for up to 1 minute.
Dagon 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. Dagon regains spent legendary actions at the start of his turn.
Tentacle Attack or Fling. Dagon makes one tentacle attack or uses his Fling.
Doom Drone (Costs 2 Actions). Each creature within 30 feet of Dagon that can hear him must succeed on a DC 23 Wisdom saving throw or take 22 (4d10) psychic damage.
Claws of the Deep (Costs 3 Actions). Dagon makes a claw attack against each creature within 30 feet of him.
Description
Dagon was the first demon lord to appear in the Abyss. None can say whether the Chained God created the Abyss or opened the first passage to its depths. When the first primordials entered the Abyss, they found Dagon already lurking deep within its dark seas and hidden recesses.
Dagon possesses a treasure trove of lost secrets and blasphemous knowledge. He allied with Demogorgon soon after the Abyss formed, and since then the two demon princes have fought Orcus and Graz'zt for domination. Although Dagon sends fewer demons and followers into these battles than Demogorgon does, his knowledge of the Abyss and his keen mind allow their combined minion forces to outmaneuver their enemies.
Dagon's cultists reside in isolated seaside towns and villages. He can call up storms and tidal waves to punish those who defy him and send great schools of fish to those who offer sacrifices to him. Villages prone tho the cult descend into savagery, because Dagon demands greater and greater sacrifices of intelligent humanoids in return for his favors.
Lair and Lair Actions
Dagon’s Lair
Dagon's realm, known as Shadowsea, is the 89th layer of the Abyss. Shadowsea is an underwater realm with a seabed dotted with ruined cities, but without a surface.
Lair Actions
On initiative count 20 (losing initiative ties), Dagon can take a lair action to cause one of the following effects; Dagon can’t use the same effect two rounds in a row:
- A strong current moves through Dagon’s lair. Each creature within 60 feet of Dagon must succeed on a DC 26 Strength saving throw or be pulled up to 60 feet toward Dagon. On a success, the creature is pulled 10 feet toward Dagon.
- Water within 120 feet of Dagon becomes murky and opaque until initiative count 20 of the next round. A creature with darkvision can’t see through the water, and light can’t illuminate it.
- Dagon summons 1d6 swarms of ravenous fish, which materialize in unoccupied spaces of his choice within 50 feet of her. They use the statistics for a swarm of quippers. The swarms obey Dagon’s commands and can’t be controlled by any other creature. The swarms roll initiative when they appear. They remain until they die or Dagon uses an action to dismiss any or all of them.
Regional Effects
The region containing Dagon’s lair is warped by his magic, creating one or more of the following effects:
- Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Dagon and aggressive toward intruders in the area.
- Images of tentacled leviathans stalk the seas within 6 miles of Dagon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Dagon is aware of any new arrival, whether an object or a creature, on the 89th layer of the Abyss. As an action, Dagon can locate any one creature or object in the Shadowsea. Visitors to the Shadowsea feel as though they are being watched, even when they aren’t.
- With a thought (no action required), Dagon can initiate a change in the water within his lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
If Dagon dies, these effects fade over the course of 1d10 days.
Previous Versions
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9/21/2018 12:34:42 AM
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14
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1
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10/8/2018 5:57:54 AM
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1045
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1
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10/20/2019 10:17:58 PM
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767
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14
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1
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10/26/2019 10:02:30 PM
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564
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0
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1.1
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2/10/2020 11:11:35 PM
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598
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1
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1.1
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5/13/2020 12:53:59 AM
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606
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1
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1.1
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6/3/2021 9:20:13 PM
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642
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3
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1.1
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