Dagon

DAGON 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 descend into savagery, because Dagon demands greater and greater sacrifices of intelligent humanoids in return for his 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.

Credit: 4th Edition Monster Manual 2 - Wizards of the Coast

Credit: Pathfinder



Dagon

Gargantuan fiend (demon), chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 525(30d20 + 210)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 26 (+8) 20 (+5) 24 (+7)

  • Saving throws Dex +10, Con +15, Wis +13, Cha +15
  • Skills Arcana +17, Perception +13, Insight +13, Deception +15
  • Damage Resistances acid, cold, fire
  • Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical weapons
  • Senses truesight 120 ft., passive Perception 23
  • Languages all, telepathy 120 ft.
  • Challenge 28 (120,000 XP)

Amphibious. Dagon can breathe air and water.

Demonic Awareness. Dagon knows if he hears a lie.

Innate Spellcasting. Dagon's spellcasting ability is Intelligence (spell save DC 23). Dagon can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, eldritch blast (17th level), hunger of hadar, tidal wave
3/day each: contagion, dominate person, harm, hypnotic pattern, telekinesis, teleport
1/day each: control wheather, dominate monster, feeblemind, mind blank, prismatic spray, project image

Legendary Resistance. (3/Day) If Dagon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Dagon has advantage on saving throws against spells and other magical effects.

Magic Weapons. Dagon's weapon attacks are magical.

Actions

Multiattack. Dagon makes three attacks: two with his tentacles and one with his crushing claws.

Grasping Tentacles. Melee Weapon Attack: +16 to hit, 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 DC 24 Strength saving throw of be pulled 10 feet towards Dagon.

Flailing Tentacles. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Crushing Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage and the target is grappled (escape DC 24). Until this grapple ends, the target is restrained and takes 34 (4d12 + 8) bludgeoning damage at the start of each of its turns, and Dagon can't use his claws on another target.

Bite. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit: 47 (6d12 + 8) piercing damage and the target must make a DC 23 Constitution saving throw. On a failed save the target takes 28 (8d6) poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn't poisoned.

Legendary Actions

Dagon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Dagon regains spent legendary actions at the start of his turn .

Detect. Dagon makes a Wisdom (Perception) check.

Tentacles. Dagon makes a Tentacle Attack.

Cast a Spell (Costs 2 Actions). Dagon casts a spell.

Bite (Costs 3 Actions). Dagon makes one bite attack.