Library / Bestiary

Dagon

CR 28.00 Outsider CE Huge

Dagon is the demon lord of deformity, the sea, and sea monsters. He rules an Abyssal realm that consists of an immense ocean dotted above with strange and horrible islands and marked below with countless deep sea trenches and sunken cities. Dagon is 35 feet long, with the lower body of an eel, a horrific visage that evokes images of deep sea predators, and four long tentacles in place of arms.

Dagon almost always uses Power Attack in combat, taking a -9 penalty on all attack rolls but gaining a +18 bonus on damage rolls. He is never encountered without a large number of aquatic demons or monsters at his side that he uses as pawns in battles, often simply commanding them to attack foes while he hangs back in the shadows and observes the fight with his cold eyes. Immense sharks, hezrous, carnivorous whales, krakens, and shoggoths are the demon lord's favored minions.

Dagon began life not as a demon lord but as a powerful qlippoth—the reasons for his transformation into a demon lord are not understood by mortal scholars, but there is certainly no love lost between Dagon and the qlippoth race.

STR
44
DEX
25
CON
40
INT
29
WIS
32
CHA
31
HP
676 (33d10+495); regeneration 30 (deific or mythic)
AC
46, touch 31, flat-footed 39 (+4 deflection, +7 Dex, +15 natural, +12 profane, –2 size)
Speed
40 ft., swim 120 ft.
Init
+11; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +55
Melee
bite +48 (6d6+17/19–20 plus grab), 4 tentacles +43 (2d6+8/19–20 plus grab)
Space
15 ft.
Reach
15 ft. (30 ft. with tentacle)
BAB
+33
CMB
+52 (+56 bull rush, +54 disarm, +56 grapple, +54 trip)
CMD
87 (89 vs. bull rush, 89 vs. disarm, can't be tripped)
Fort
+37
Ref
+24
Will
+33
DR
20/cold iron, epic, and good
SR
39
Defensive Abilities
Abyssal resurrection, freedom of movement
Racial Modifiers
+8 Perception

Weapons: Martial, Simple

Breath Weapon — Once every 1d4 rounds as a standard action, Dagon can exhale a 60-foot cone of inky blackness. Underwater, this cone manifests as black ink, while above water it manifests as a thick cloud. Creatures in the area have their vision obscured as if they were in complete darkness. Darkvision does not allow someone to see through the ink or smoke, but true seeing does. The ink or smoke persists for 1d4 rounds, but dissipates in 1 round in areas with aquatic currents or winds. Any creature in the breath weapon's area is exposed to the breath weapon's poison (see below) and must succeed at a DC 41 Will save or gain 2 negative levels as its memories and knowledge leach away (this is a mind-affecting effect). Any creature that enters the ink or cloud, or ends its turn inside it, must succeed at another Will save (at a +4 bonus) to avoid further level loss and poisoning. The save DC is Constitution-based.

Command Aquatic Creature — Dagon can command aquatic creatures to do his bidding as a move action, either via using his ability to speak with animals or via telepathy. This affects all aberrations, animals, magical beasts, oozes, and vermin within 300 feet that have the aquatic subtype (Will DC 36 negates). This functions like mass suggestion, but can affect mindless creatures. Dagon can suggest obviously harmful or suicidal acts (though non-mindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Dagon issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from Dagon for 24 hours. The save DC is Charisma-based.

constrict (2d6+25)

fast swallow

Poison — Breath weapon—contact; save Fort DC 41; frequency 1/round for 6 rounds; effect 1d6 Con drain and confused for 1 round; cure 3 consecutive saves.

swallow whole (transformation, AC 17, 67 hp)

compression

demon lord traits

Bleeding Critical from Feat

<p class="stat-block-1"> Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.</p>

Combat Expertise from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by &ndash;1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

<p class="stat-block-1"> You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.</p><p class="stat-block-2">You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.</p>

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

Greater Bull Rush from Feat

<p class="stat-block-1"> You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).</p>

Improved Bull Rush from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Improved Trip from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. </p>

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Acrobatics +40 (+44 when jumping), Bluff +46, Intimidate +46, Knowledge (arcana) +45, Knowledge (geography) +42, Knowledge (history) +42, Knowledge (nature) +45, Knowledge (planes) +45, Knowledge (religion) +42, Perception +55, Sense Motive +47, Spellcraft +45, Stealth +35, Swim +61, Use Magic Device +43

spell-like abilities:
Constant—Detect Good, Constant—Detect Law, Constant—Freedom Of Movement, Constant—Speak With Animals, Constant—True Seeing, Constant—Unholy Aura, At will—Astral Projection, At will—Blasphemy, At will—Control Water, At will—Control Weather, At will—Desecrate, At will—Dispel Magic, Greater, At will—Teleport, Greater, At will—Shapechange, At will—Telekinesis, At will—Unhallow, At will—Unholy Blight, 3/day—Dispel Magic, Greater, 3/day—Insanity, 3/day—Symbol Of Insanity, 3/day—Vortex, 1/day—Storm Of Vengeance, 1/day—Time Stop, 1/day—Tsunami
Details
Type
Outsider
Alignment
CE
Size
Huge
Environment
any oceans (Abyss)
Organization
solitary (unique)
Treasure
triple
Languages
Abyssal, Aquan, Celestial, Common, Draconic; speak with animals (aquatic animals only), telepathy 300 ft.
Source
Bestiary 4
Sources Used in This Record
39 House/Core
  • Uses feat: Bleeding Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Expertise (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Craft Wondrous Item (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Greater Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Trip (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Good (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Law (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Freedom Of Movement (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Speak With Animals (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Unholy Aura (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Astral Projection (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Blasphemy (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Water (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Weather (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Desecrate (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Shapechange (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Telekinesis (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Unhallow (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Unholy Blight (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Insanity (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Symbol Of Insanity (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Vortex (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Storm Of Vengeance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Time Stop (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Tsunami (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.