Aspect of Dagon (CR 9)
Large Outsider (Aquatic, Chaotic, Evil, Extraplanar, and Obyrith)
Alignment: Chaotic evil
Initiative: +4(+0 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +16, and Spot +16
Languages: Abyssal, Aquan; telepathy 100 ft.
AC: 22 (-1 size, +0 Dex, +13 natural), touch 9, flat-footed 22
Hit Dice: 9d8+72 (112 hp); DR: 10/cold iron and good
Fort +14, Ref +6, Will +10
Speed: 30 ft. and Swim 60 ft.
Space: 10 ft.; Reach 10 ft. (15 ft. with tentacles)
Base Attack +9; Grapple +20
Attack: Melee: 2 tentacles +15 (1d6+7) and bite +13 (1d8+3)
Attack Options: Combat Expertise, Combat Reflexes, improved grab, constrict 1d6+7, swallow whole
Abilities: Str 24, Dex 10, Con 26, Int 14, Wis 18, Cha 16
Special Qualities: fast healing 5; Immune: mind-affecting spells and abilities, poison; Resist: acid 10, electricity 10, fire 10; amphibious, form of madness, obyrith traits
Feats: Combat Expertise, Combat Reflexes, Improved Initiative, Multiattack
Skills: Bluff +15, Diplomacy +7, Disguise +3 (+5 acting), Escape Artist +12, Intimidate +15, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +16, Move Silently +12, Sense Motive +16, Spot +16, Survival +4 (+6 on other planes), Swim +19, and Use Rope +0 (+2 with bindings)
Amphibious (Ex): Although an aspect of Dagon is aquatic, he can survive indefinitely on land.
Constrict (Ex): An aspect of Dagon deals 1d6+7 points of damage with a successful grapple check, in addition to damage from his tentacle attack.
Improved Grab (Ex): To use this ability, an aspect of Dagon must hit an opponent of Medium or smaller size with a tentacle or bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check with a tentacle attack, the aspect of Dagon establishes a hold and can constrict. If he wins the grapple check with a bite attack, he establishes a hold and can try to swallow the opponent in the following round.
Swallow Whole (Ex): An aspect of Dagon can try to swallow a grabbed opponent of Medium size or smaller by making a successful grapple check.
The swallowed creature takes 1d6+7 points of bludgeoning damage and 1d6 points of acid damage per round from the aspect of Dagon's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon after dealing 20 points of damage to the stomach (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
Form of Madness (Su): Anyone within 60 feet of an aspect of Dagon must make a Will save (DC 17). Failure indicates the creature develops an overwhelming fear of the ocean and its depths. As long as the ocean is in sight, the creature is distracted with fear and takes a –4 penalty on Will saving throws and all attack rolls against creatures with the aquatic subtype. On the first round of combat against a creature with the aquatic subtype, the character must make a DC 17 Will save or be paralyzed with fear for 1d6 rounds. This condition can be cured by a heal, greater restoration, miracle, or wish spell. A creature that makes this save is immune to the aspect of Dagon's form of madness for 24 hours. This is a mind-affecting fear effect that does not affect chaotic evil outsiders. The save DC is Charisma-based.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
The strange and horrific Obyriths are primeval demons from eons past. They wrought chaos and evil upon the multiverse before the advent of intelligent life on the Material Plane. Their forms are hideous to behold, rarely if ever incorporating elements possessed by mortal creatures. Obyriths dwell only in the most remote corners of the Abyss. Their kind has been in decline since the rise of the tanar'ri in the Abyss, although a few tenacious examples continue to make their presence known on key layers.
Traits: An obyrith has the following traits (unless otherwise noted in a creature's entry).
- Immunity to poison and mind-affecting spells and abilities.
- Resistance to acid 10, cold 10, electricity 10, and fire 10.
- Fast Healing: All obyriths have fast healing; the exact amount is indicated in the specific creature's entry.
- Form of Madness (Sp): Obyriths appear in forms so noxious and horrific that those within 60 feet of an obyrith who observe it are subject to madness. When a creature first encounters an obyrith, it must attempt a Will save (DC 10 + 1/2 the obyrith's HD + the obyrith's Cha modifier). Failure indicates that the victim is afflicted with some permanent form of madness or insanity. The kind of malady and its duration depends on the obyrith. A creature that makes a saving throw against an obyrith's form of madness is immune to that particular effect for 24 hours. Blindness is no protection against an obyrith's form of madness - their presence is an affront to all five senses. This is a mind-affecting ability. Chaotic evil outsiders are immune to an obyrith's form of madness. The insanity caused by an obyrith's form of madness ability is permanent in most cases, but can be removed by greater restoration, heal, limited wish, miracle, or wish.
- True Seeing (Su): An obyrith is under the constant effect of true seeing. This effect cannot be dispelled.