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Dagon PDF

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481 views2 pages

Dagon PDF

Uploaded by

matthew russie
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Dagon

D
AGON 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 tactics
When fighting Dagon in the murky depths of the abyssal seas
he will usually keep his distance and harry his enemies with
a multitude of incredibly powerful spells. Anyone unfortunate
enough to come close to Dagon will be pulled into range of
his crushing claws with his grasping tentacles. He will
occasionally use his bite if there is already someone being
crushed by his claws and there is noone else in range.
Dagon Lore
Arcana DC 20 : Dagon, the oldest of the demon lords,
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.
Arcana DC 23 : 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 to the cult Credit: 4th Edition Monster Manual 2 - Wizards of the Coast
descend into savagery, because Dagon demands greater and
greater sacrifices of intelligent humanoids in return for his Credit: Pathfinder
favors.
Arcana DC 27 : Wizards and sages willing to trade their
sanity for arcane lore seek Dagon's counsel. Arcane casters
lead many of his cults. Shadow wars between clerics of
Vecna and followers of Dagon are common.
Arcana DC 30: Dagon's temples are underwater, although
they include air-filled chambers and caverns for his terrestrial
followers. Powerful currents sweep petitioners through
water-filled tunnels and deposit them in deep sea caves to
allow them access to Dagon's temples.
Dagon Actions
Gargantuan fiend (demon), chaotic evil Multiattack. Dagon makes three attacks: two with his
tentacles and one with his crushing claws.
Armor Class 20 (natural armor)
Hit Points 525(30d20 + 210) Grasping Tentacles. Melee Weapon Attack: +16 to hit,
Speed 30 ft., swim 60 ft. reach 20 ft., one target. Hit: 24 (3d10 + 8)
bludgeoning damage and the target is grappled (escape
DC 24). If the target is a creature, it must succeed on a
STR DEX CON INT WIS CHA DC 24 Strength saving throw of be pulled 10 feet
26 (+8) 14 (+2) 24 (+7) 26 (+8) 20 (+5) 24 (+7) towards Dagon.
Flailing Tentacles. Melee Weapon Attack: +16 to hit,
Saving throws Dex +10, Con +15, Wis +13, Cha +15 reach 20 ft., one target. Hit: 30 (4d10 + 8)
Skills Arcana +17, Perception +13, Insight +13, bludgeoning damage.
Deception +15
Damage Resistances acid, cold, fire Crushing Claws. Melee Weapon Attack: +16 to hit, reach
Damage Immunities poison; bludgeoning, piercing and 10 ft., one target. Hit: 34 (4d12 + 8) bludgeoning
slashing from nonmagical weapons damage and the target is grappled (escape DC 24).
Senses truesight 120 ft., passive Perception 23 Until this grapple ends, the target is restrained and
Languages all, telepathy 120 ft. takes 34 (4d12 + 8) bludgeoning damage at the start
Challenge 28 (120,000 XP) of each of its turns, and Dagon can't use his claws on
another target.
Amphibious. Dagon can breathe air and water. Bite. Melee Weapon Attack: +16 to hit, reach 5ft., one
target. Hit: 47 (6d12 + 8) piercing damage and the
Demonic Awareness. Dagon knows if he hears a lie. target must make a DC 23 Constitution saving throw.
Innate Spellcasting. Dagon's spellcasting ability is On a failed save the target takes 28 (8d6) poison
Intelligence (spell save DC 23). Dagon can innately cast damage and is poisoned for 1 minute. On a successful
the following spells, requiring no material components: save, the target takes half as much damage and isn't
poisoned.
At will: detect magic, detect thoughts, eldritch blast
(17th level), hunger of hadar, tidal wave Legendary Actions
3/day each: contagion, dominate person, harm,
hypnotic pattern, telekinesis, teleport Dagon can take 3 legendary actions, choosing from the
1/day each: control wheather, dominate monster, options below. Only one legendary action option can
feeblemind, mind blank, prismatic spray, project image be used at a time and only at the end of another
creature's turn. Dagon regains spent legendary actions
Legendary Resistance. (3/Day) If Dagon fails a saving at the start of his turn .
throw, he can choose to succeed instead.
Detect. Dagon makes a Wisdom (Perception) check.
Magic Resistance. Dagon has advantage on saving
throws against spells and other magical effects. Tentacles. Dagon makes a Tentacle Attack.
Magic Weapons. Dagon's weapon attacks are magical. Cast a Spell (Costs 2 Actions). Dagon casts a spell.
Bite (Costs 3 Actions). Dagon makes one bite attack.

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