Actions/Abilities/Traits: (D&D 5e)
Action
Claw
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage and target is poisoned until the beginning of Dagon's next turn.
Action
Command Aquatic Creature (Recharge 5-6)
One creature with a swim speed that Dagon can see within 120 feet of it hears the telepathic commands of Dagon and must make a DC 21 Wisdom saving throw. On a failed save, the creature is charmed for 24 hours. While charmed, it must follow the orders of Dagon to the best of the target's ability and it is immune to being charmed or frightened by another effect or spell. A target can repeat the saving throw when it takes damage, ending the effect on a success.
Action
Multiattack
Dagon makes three melee weapon attacks.
Lair Action
Control Temperature
Dagon selects an area of water within 100 feet no larger than a 20-foot sphere and causes it to heat to boiling or cool drastically. Any creature within that area must make a DC 21 Constitution saving throw, taking 27 (6d8) cold or fire damage on a failed save, or half as much on a successful saving throw.
Lair Action
Maelstrom
The currents and eddies of the underwater realm Dagon occupies swirl in a maelstrom out to a radius of 100 feet. All creatures in that area, other than Dagon, must make a DC 21 Strength saving throw. On a failed save, the target is moved in a random direction 30 feet.
Legendary Action
Command Aquatic Creature (Costs 2 Actions)
Dagon uses its Command Aquatic Creature ability, even if it has not recharged.
Legendary Action
Ink Cloud (Costs 3 Actions)
Dagon exhales a 60-foot cone of inky blackness. Underwater it is as black ink, while above water it manifests as a thick cloud, and the area counts as heavily obscured. It remains until dispersed by a strong current or wind (at least 20 miles per hour). Dagon can end this effect on its turn as a bonus action. Creatures who enter or begin their turn in the area must make a successful DC 22 Constitution saving throw or take 18 (4d8) poison damage.
Legendary Action
Move
If at least halfway submerged in water, Dagon can move up to half its swim speed without provoking opportunity attacks.
Regional Effect
Adverse Conditions
Within 1 mile of the lair, Celestial creatures find the air or water difficult to breathe and tread. These creatures must make a DC 18 Constitution saving throw whenever they take a long rest. On a failed save, the creature does not benefit from that long rest.
Regional Effect
Unusual Weather
Once per day, Dagon can control the weather surrounding his lair out to a 6-mile radius. The effect is identical to the control weather spell.
Special
1/day each
confusion, feeblemind, finger of death, hold person, hold monster, lightning bolt, stoneskin, time stop, web, wish
Special
3/day each
conjure animals (aquatic creatures only), conjure elemental (water elemental only), dispel magic, dominate beast (aquatic creatures only), fear
Special
At will
cloudkill (works underwater only), control water, create and destroy water, darkness, detect evil and good, detect magic, detect thoughts, magic missile (as the 4th level spell), teleport, telekinesis, tongues, water breathing
Special
Innate Spellcasting
Dagon's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components.
Special
Legendary Resistance (3/day)
If Dagon fails a saving throw, it can choose to succeed instead.
Special
Magic Resistance
Dagon has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
Dagon's weapon attacks are magical.
Special
Special Equipment
Dagon carries Embrace of the Uncaring Sea, a powerful magic trident.
Special
Unholy Aura
An unholy aura surrounds Dagon out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 21 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, they are paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Special
Water Mastery
Dagon has advantage on attack rolls, ability checks, and saving throws when even partly immersed in sea water.
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Awesome Blow
Action
Feat 10
Improved Critical (tentacle)
Action
Feat 11
Improved Initiative
Action
Feat 12
Improved Trip
Action
Feat 13
Improved Vital Strike
Action
Feat 14
Lightning Reflexes
Action
Feat 15
Power Attack
Action
Feat 16
Quicken Spell-Like Ability (greater dispel magic)
Action
Feat 17
Vital Strike
Action
Feat 2
Bleeding Critical
Action
Feat 3
Combat Expertise
Action
Feat 4
Combat Reflexes
Action
Feat 5
Craft Wondrous Item
Action
Feat 6
Critical Focus
Action
Feat 7
Greater Bull Rush
Action
Feat 8
Improved Bull Rush
Action
Feat 9
Improved Critical (bite)
Action
Melee 1
bite +48 (6d6+17/19-20 plus grab)
Action
Melee 2
4 tentacles +43 (2d6+8/19-20 plus grab)
Special
1/day
storm of vengeance* (DC 29), time stop*, tsunami*, (DC 29)
Special
3/day-quickened
greater dispel magic, insanity (DC 27), summon demons, symbol of insanity (DC 28), vortex (DC 27)
Special
At will
astral projection, blasphemy* (DC 27), control water, control weather*, desecrate*, greater dispel magic, greater teleport, shapechange, telekinesis* (DC 25), unhallow, unholy blight* (DC 24)
Special
Breath Weapon (Su)
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.
Special
Command Aquatic Creature (Su)
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.
Special
Constant
detect good, detect law, freedom of movement, speak with animals (aquatic animals only), true seeing, unholy aura (DC 28)
Special
Poison (Ex)
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.
Special
Transformation (Su)
A creature swallowed by Dagon is assaulted by demonic enzymes, rasping talons, sucking tendrils, and vile gases. At the start of the swallowed creature's turn, it must succeed at a DC 41 Fortitude save or be nauseated, and must succeed at a DC 36 Will save or take 1d6 points of Dexterity and Charisma drain. Once the creature's Dexterity and Charisma are drained to 0, the creature transforms into a horrifically deformed version of itself that Dagon can then disgorge into any adjacent square as a swift action. The transformed creature gains the half-fiend template, its Dexterity and Charisma return to their normal values, and it is under Dagon's control (as dominate monster, caster level 28th). The transformation can be reversed by casting break enchantment and atonement on the victim during the first 24 hours (after that, it can be reversed only via miracle or wish). The Fortitude save DC is Constitution-based, and the Will save DC is Charisma-based.