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

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

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
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.