# Obyrith, Dagon, Prince of the Depths >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >tentacles: 2d6 (×2) > >claws: 2d6 (×2) > >bite: 3d6 (×2) > >Melee/Ranged: +34/+22 > >Secondary: +29/+17 > >Multiattack: +32/+20 > >M/R_PA: +34/+22 > >2nd/PA: +29/+17 > >MA_PA: +32/+20 > >Itterative: 4 > > xDmg:: Str: +13; Str2: +19; StrOH: +6; StrPA: +13; StrPA2H: +19; StrPAOH: +6 > > xDCs:: Str: 35; Dex: 23; Con: 36; Int: 28; Wis: 29; Cha: 25 > > xFeat:: 9/13 (4) > > xClasSkil:: Bluff, Diplomacy, Escape Artist, Intimidate, Knowledge (arcana), Knowledge (planes), Knowledge (religion), Perception, Sense Motive, Spellcraft, Stealth, Swim > > SaveDiff:: +/- 6 > > xLang:: 0/6 (6) *The demon is immense, its glistening bulk heaving monstrously into the air as a writhing storm of hook-suckered tentacles unfolds from its shapeless lower body. Its two longest tentacles terminate in immense five-fingered talons. Its head is that of a deep-sea fish, twisted with cruelty and leering with a primordial intelligence, its stilettolike teeth immense and translucent. Its body is not quite sea serpent, not quite mollusk, and not quite shark, but somehow, horribly, a combination of all three.* <div class="grid-container"><div class="MON">Prince of the Depths Dagon</div> <div class="CR">CR 22 (614,400 XP)</div> <div class="SOU">Fiendish Codex 1</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Gargantuan Outsider (aquatic, chaotic, evil, obyrith) **Init** +5 **Senses** darkvision 240 ft., true seeing; **Perception** +35 **Aura** form of madness (DC 25 Will) #### defense **AC** 42, 7 touch, 41 flat-footed (+1 Dex, +35 natural, -4 size) **hp** 475 (25d10+350); fast healing 15 **Fort** +22, **Refl** +15, **Will** +21 **Feint** 45, **Demoralize** 42 **DR** 20/cold iron and good; **SR** 33 **Immune** cold, mind-affecting, poison; **Resist** acid 10, electricity 10, fire 10 #### offense **Speed** 30 ft., swim 90 ft. **Melee** 4 tentacles +34 (2d6+13 plus poison), 2 claws +34 (2d6+13), bite +34 (2d8+13 plus grab) **Space** 20 ft., **Reach** 20 ft. (40 ft. with tentacles) **Special Attacks** doomsong, form of madness, freedom of movement, poison #### statistics **Str** 36, **Dex** 12, **Con** 38, **Int** 22, **Wis** 25, **Cha** 16 **BAB** +25, **CMB** +42, **CMD** 53, **TA** +34, **RTA** +22 **Feats** [[Ability Focus]] (doomsong), [[Combat Expertise]], [[Combat Reflexes]], [[Dark Speech]], [[Improved Disarm]], [[Improved Initiative]], [[Improved Trip]], [[Multiattack]], [[Quicken Spell-Like Ability (greater dispel magic),]] **Skills** Bluff +31, Diplomacy +28, Escape Artist +26, Intimidate +28, Knowledge (arcana) +31, Knowledge (planes) +34, Knowledge (religion) +31, Perception +35, Sense Motive +35, Spellcraft +31, Stealth +23, Swim +46 **Languages** #### special abilities ### Doomsong (Su) Once per day as a full-round action, Dagon can create a hypnotic, rumbling song that can lure nearby creatures to his location. Dagon's doomsong is as much a sonic, mind-affecting ability but a creature must be immune to both kinds of effects to escape the lure. The doomsong affects all creatures in a 300-foot-radius spread. All creatures in the doomsong's area can try to resist its effects with a DC 25 Will save. Failure indicates that the creature becomes hypnotized by the song and can do nothing but attempt to reach the source of the song by whatever means possible. Hazardous environments are ignored - an air-breathing creature blissfully walks into the ocean to reach Dagon if he succumbs to this effect. Once a creature reaches Dagon, it stands motionless before the demon, listening quietly to the song. Dagon must concentrate to maintain his doomsong, and can do so for up to 1 minute before he must stop. The save DC is Charisma-based. ### Form of Madness (Su) Any creature except chaotic evil outsiders within 120 feet that observes Dagon must succeed at a DC 25 Will save, or develop an overwhelming fear of the ocean and its depths. As long as the ocean is in sight, the creature is distracted with fear and takes a -4 penalty on Will saves, and takes a -4 penalty on attack rolls against creatures with the aquatic subtype. On the first round of combat against a creature with the aquatic subtype, an affected creature must succeed at a DC 25 Will save or be paralyzed with fear for ld6 rounds. This fear cannot be removed by remove fear or calm emotions. A heal, greater restoration or limited wish spell can cure the effects if the caster succeeds on a DC 30 caster level check. Miracle or wish automatically cures the condition. A creature that makes this save is immune to Dagon's form of madness for 24 hours. This is a mind-affecting fear effect.The save DC is Charisma-based. ### Freedom of Movement (Su) Dagon is constantly under the effects of a freedom of movement spell but can suppress this ability as an immediate action. ### Poison (Ex) Slam—Injury; save Fort DC 36; frequency 1/round for 6 rounds; effect 1d6 Strength and Constitution damage; cure 2 consecutive saves. The DC save is Constitution-based.