Dagon, Prince of the Depths (CR 22)
Gargantuan Outsider (Aquatic, Chaotic, Evil, Extraplanar, and Obyrith)
Alignment: Chaotic evil
Initiative: +5(+1 Dex, +4 Improved Initiative); Senses: darkvision 240 ft., true seeing, Listen +35, and Spot +35
Languages: Abyssal, Aquan; telepathy 100 ft.
AC: 42 (-4 size, +1 Dex, +35 natural), touch 7, flat-footed 41
Hit Dice: 25d8+350 (462 hp); DR: 20/cold iron and good
Fort +28, Ref +15, Will +21
Speed: 30 ft. and Swim 90 ft.
Space: 20 ft.; Reach 20 ft. (40 ft. with tentacles)
Base Attack +25; Grapple +50
Attack: Melee: 4 tentacles +34 and 2 claws +32 and bite +32
Damage: tentacles 2d6+13 plus poison, claws 2d6+6, bite 2d8+6
Special Attacks/Actions: doomsong
Attack Options: Combat Expertise, Improved Disarm, Improved Trip, improved grab, constrict 2d6+13, swallow whole
Abilities: Str 36, Dex 12, Con 38, Int 22, Wis 25, Cha 16
Special Qualities: amphibious, freedom of movement, obyrith traits. Immune cold, mind-affecting spells and abilities, poison; Resist acid 10, electricity 10, fire 10; SR 33; fast healing 15. Aura: form of madness (120-ft. radius, Will DC 25)
Feats: Ability Focus (doomsong), Combat Expertise, Combat Reflexes, Dark Speech, Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Quicken Spell-Like Ability (greater dispel magic),
Skills: Bluff +31, Concentration +42, Diplomacy +7, Escape Artist +29, Hide +17, Intimidate +33, Knowledge (arcana) +34, Knowledge (religion) +34, Knowledge (the planes) +34, Listen +35, Move Silently +29, Perform (song) +31, Sense Motive +35, Spot +35, and Swim +49
Climate/Terrain: The Abyss (Shadowsea)
Fiendish Codex I
Amphibious (Ex): Although Dagon is aquatic, he can survive indefinitely on land.
Constrict (Ex): Dagon deals 2d6+13 points of damage with a successful grapple check, in addition to damage from his tentacle attack.
Doomsong (Su): Once per day as a full-round action, Dagon can create a hypnotic, rumbling song that can lure nearby creatures to his location. Dagon's doomsong is as much a sonic effect as a mind-affecting ability, so a creature must be immune to both kinds of effects to escape the lure. The doomsong affects all creatures in a 300-foot-radius spread.
All creatures in the doomsong's area can try to resist its effects with a DC 25 Will save. Failure indicates that the creature becomes hypnotized by the song and can do nothing but attempt to reach the source of the song by whatever means possible. Hazardous environments are ignored - an air-breathing creature blissfully walks into the ocean to reach Dagon if he succumbs to this effect. Once a creature reaches Dagon, it stands motionless before the demon, listening quietly to the song.
Dagon must concentrate to maintain his doomsong, and can do so for up to 1 minute before he must stop. The save DC is Charisma-based.
Form of Madness (Su): Any creature within 120 feet that observes Dagon must attempt a DC 25 Will save. 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. He also takes a -4 penalty on attack rolls against creatures with the aquatic subtype. On the first round of combat against a creature with the aquatic subtype, the character must succeed on a DC 25 Will save or be paralyzed with fear for ld6 rounds. A heal or greater restoration spell can cure the effects if the caster succeeds on a DC 30 caster level check. Miracle or wish automatically cures the condition.
A creature that makes this save is immune to Dagon's form of madness for 24 hours. This is a mind-affecting fear ability that does not affect chaotic evil outsiders. The save DC is Charisma-based.
Freedom of Movement (Su): Dagon is constantly under the effects of a freedom of movement spell but can suppress this ability as a swift or immediate action. This effect cannot be dispelled. Improved Grab (Ex) To use this ability, Dagon must hit an opponent of any 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, he 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.
Poison (Ex): Tentacle - Injury, Fort DC 36, 3d6 Str/3d6 Con. The save DC is Constitution-based.
Swallow Whole (Ex): Dagon can try to swallow a grabbed opponent of Large size or smaller by making a successful grapple check.
A swallowed creature takes 2d6+13 points of bludgeoning damage and 2d6 points of acid damage per round from Dagon's stomach. Once inside Dagon, an opponent must succeed on a DC 36 Fortitude save or be nauseated by Dagon's digestive juices. The save DC is Constitution-based.
A swallowed creature can cut its way out by using a light slashing or piercing weapon after dealing 60 points of damage to the stomach (AC 27). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Dagon's stomach can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Spell-Like Abilities (CL 20th): At will - astral projection, chaos hammer (DC 17), deeper darkness, desecrate, detect good, detect law, fly, greater dispel magic, greater teleport, nightmare (DC 18), telekinesis (DC 18), unhallow; 3/day - quickened greater dispel magic, horrid wilting (DC 21), symbol of insanity (DC 21) 1/day - gate
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.