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Dagon, Prince of the Darkened Depths - Monsters - Homebrew - D&D Beyond

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Published by goroiamanuci, 2023-08-16 07:33:35

Dagon, Prince of the Darkened Depths - Monsters - Homebrew - D&D Beyond

Dagon, Prince of the Darkened Depths - Monsters - Homebrew - D&D Beyond

16/08/23, 13:34 Dagon, Prince of the Darkened Depths - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/69903-dagon-prince-of-the-darkened-depths 1/2 Lair and Lair Actions Dagon’s Lair Dagon, Prince of the Darkened Depths Gargantuan Fiend, Chaotic Evil Armor Class 18 (natural armor) Hit Points 612 (35d20 + 189) Speed 20 ft., swim 60 ft. STR 30 (+10) DEX 11 (+0) CON 25 (+7) INT 30 (+10) WIS 18 (+4) CHA 20 (+5) Saving Throws STR +18, DEX +8, CON +15, INT +18, WIS +12, CHA +13 Skills Arcana +17, History +17, Investigation +17, Religion +17 Damage Resistances Cold, Fire Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Frightened, Paralyzed Senses Truesight 120 ft., Passive Perception 14 Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 120 ft. Challenge 25 (75,000 XP) Proficiency Bonus +8 Amphibious. Dagon can breathe air and water. Aquatic Rejuvenation. While Dagon is fully submerged in sea water, he regains 20 hit points at the start of his turn. If Dagon is dealt radiant damage, this ability does not function on his next turn. Boundless Intellect. If Dagon would take psychic damage or be subjected to an effect that would charm or frighten him, that effect is negated and the source of it takes 16 (3d10) psychic damage. Drowning Aura. Creatures who cannot breathe underwater are considered choking while within 20 feet of Dagon, as their lungs begin to fill with sea water. A creature can go without air for a number of rounds equal to its Constitution modifier,  at which point it drops to 0 hit points, is dying, and cannot regain hit points or be stabilized until it can breathe again. Innate Spellcasting: Dagon can cast the following spells. His spell casting ability is Intelligence. (+17 spell attack modifier, saving throw DC 25) At-will: detect thoughts, mind spike 3/day each: cone of cold, dispel magic, synaptic static, Tasha's hideous laughter, watery sphere 1/day each: foresight, psychic scream, tsunami Titanic Form. Dagon ignores difficult terrain, and magical effects can't reduce its speed, move him against his will, or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Titanic Strength. Dagon deals double damage to objects and structures, and his attacks are considered magical for the purposes of overcoming damage resistance. Actions Multiattack. Dagon makes four tentacle attacks, each of which he can replace with one use of Fling. Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 37 (6d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by Dagon, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Dagon, and it takes 42 (12d6) acid damage at the start of each of the Dagon's turns. If Dagon takes 50 damage or more on a single turn from a creature inside it, Dagon must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of him. If Dagon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 25 (5d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Dagon has ten tentacles, each of which can grapple one target. Fling. One Large or smaller object held or creature grappled by Dagon is thrown up to 60 feet in a direction Dagon chooses and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm. Dagon magically creates three bolts of lightning, each of which can strike a target Dagon can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 27 (5d10) lightning damage on a failed save, or half as much damage on a successful one. Doomsong (recharge 6). Dagon unleashes a cacophonous song that tears at one's sanity. Each creature within 60 feet of Dagon that can hear him must succeed on a DC 23 Wisdom saving throw or take 44 (8d10) psychic damage, loose concentration on spells, have its activated class features (such as Rage) negated, and is subjected to the effect of the confusion spell. On a successful saving throw, the creature takes half the damage, cannot take reactions until the end of Dagon's next turn, and cannot be confused by Dagon for the next 24 hours. Reactions Rising Tide (1/day). When Dagon is reduced to half his maximum hit points, he summons a water elemental within 30 feet of himself for each conscious Player Character. Each elemental has a +3 bonus to attack rolls and a +6 bonus to damage rolls, and act on initiative count of 0. Waters of Life. Dagon destroys 1 water elemental that he can see and regains hit points equal to its current hit points. 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. Tentacle Attack or Fling. Dagon makes one tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions). Dagon uses Lightning Storm. Dark Tidings (Costs 3 Actions). Dagon summons 1 water elemental within 30 feet himself. The elemental has a +3 bonus to attack rolls and a +6 bonus to damage rolls, and acts on initiative count of 0. Dagon, Prince of the Darkened Depths ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS


16/08/23, 13:34 Dagon, Prince of the Darkened Depths - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/69903-dagon-prince-of-the-darkened-depths 2/2 JCSorey ADD TO COLLECTION REPORT Dagon's resides on the 89th layer of the Abyss, known as Shadowsea. It is a lightless, undersea trench, impossibly vast, dotted with the wreckage of titanic cities, loathsome coral reefs, and volcanic vents. His "palace" is Netherwell, a yawning pit lined with both fabulous eldritch treasures, and the captured souls of those Dagon wishes to torment and consume.  Lair Actions On initiative count 20 (losing initiative ties), Dagon takes a lair action to cause one of the following magical effects: Dagon lashes out with his enormous tentacles Each creature within 60 feet of Dagon must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from him. On a success, the creature is pushed 10 feet away from Dagon. Creatures in the water within 60 feet of Dagon have vulnerability to lightning damage until initiative count 20 on the next round. The water in the Dagon’s lair becomes electrically charged. All creatures within 120 feet of Dagon must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one. Regional Effects On the Material Plane, the region around Dagon is warped by the creature’s blasphemous presence, creating the following magical effects: Dagon can alter the weather at will in a 6-mile radius centered on himself. The effect is identical to the control weather spell. Water elementals coalesce within 6 miles of Dagon. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5). Aquatic creatures within 6 miles of Dagon that have an Intelligence score of 2 or lower are charmed by Dagon and aggressive toward intruders in the area. When Dagon dies, his essence returns to the Abyss and all of these regional effects fade immediately. Monster Tags: DEMON LORD Environment: UNDERWATER We have updated our privacy policy. Click the link to learn more. ©2023 D&D Beyond | All Rights Reserved Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2023 Wizards. ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS


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