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Dragon #349
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<blockquote data-quote="James Jacobs" data-source="post: 3124801" data-attributes="member: 23937"><p><strong>Dagon’s Aspect</strong></p><p>Dagon generally has little interest on other planes, although cults dedicated to the demon lord are unusually common in certain areas of the Material Plane, especially in coastal regions where prosperity has died. His interests there are beneath his immediate concern, and in cases where his cultists call upon him for aid, he sends one of his aspects to handle the situation. Dagon’s most commonly manifested aspect appears as a fifteen-foot tall demonic kuo-toa, its head more reminiscent of an eel than anything else. These aspects, being free-willed to work their own agendas, often remain behind in the regions to which they are called via spells like <em>planar ally</em> or <em>planar binding</em>, if they can, often becoming the focus of Dagon cults themselves. The stats presented here are represent an aspect of Dagon that ; other, more powerful incarnations doubtless exist. For more general information on aspects, consult pages 46 and 47 of the <em>Miniatures Handbook</em>.</p><p></p><p><strong>ASPECT OF DAGON CR 10</strong></p><p>CE Large outsider (aquatic, chaotic, evil, extraplanar, obyrith)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., true seeing; Listen +17, Spot +17</p><p><strong>Aura</strong> form of madness (60-foot-radius, DC 17)</p><p><strong>Languages</strong> Abyssal, Aquan; telepathy 100 ft.</p><p><strong>AC</strong> 25, touch 9, flat-footed 25 (-–1 size, +16 natural)</p><p><strong>hp</strong> 126 (12 HD); fast healing 5; <strong>DR</strong> 5/epic</p><p><strong>Immune</strong> mind-affecting attacks, poison</p><p><strong>Resist</strong> acid 10, cold 10, electricity 10, fire 10</p><p><strong>Fort</strong> +14, <strong>Ref</strong> +8, <strong>Will</strong> +10</p><p><strong>Spd</strong> 30 ft., swim 60 ft.</p><p><strong>Melee</strong> 4 claws +19 (1d6+7/19–20) and</p><p> Bite +17 (1d8+3)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +12; <strong>Grp</strong> +23</p><p><strong>Atk Options</strong> Swim-By Attack, rend 2d6+10</p><p><strong>Abilities</strong> Str 24, Dex 10, Con 23, Int 14, Wis 15, Cha 13</p><p><strong>SQ</strong> amphibious, obyrith traits</p><p><strong>Feats</strong> Improved Critical (claw), Improved Initiative, Multiattack, Swim-by Attack, Weapon Focus (claw) </p><p><strong>Skills</strong> Hide +11, Jump +22, Knowledge (nature) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +17, Perform (song) +16, Search +17, Spot +17, Swim +30</p><p><strong>Amphibious (Ex)</strong> Although the aspect is aquatic, it can survive indefinitely on land.</p><p><strong>Form of Madness (Su)</strong> Any creature within 60 feet that observes the aspect of Dagon must make a DC 17 Will save. If the creature is a humanoid, failure indicates the victim becomes convinced that he recognizes something of himself in the aspect’s form, or more precisely, that he recognizes something of the aspect in himself. He becomes convinced that he is in fact one of Dagon’s minions, and abandons his allies to join the aspect’s side. Treat this as a <em>charm monster</em> effect, save that its effects are permanent until cured by <em>heal</em>, <em>greater restoration</em>, <em>miracle</em>, or <em>wish</em>. A non-humanoid that fails the saving throw instead becomes filled with terror at the aspect’s form, and is paralyzed with fear for 1d6 rounds. A creature that makes the save is immune to the aspect’s form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders. The save DC is Charisma-based.</p><p><strong>Rend (Ex)</strong> If the aspect of Dagon hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 3124801, member: 23937"] [B]Dagon’s Aspect[/B] Dagon generally has little interest on other planes, although cults dedicated to the demon lord are unusually common in certain areas of the Material Plane, especially in coastal regions where prosperity has died. His interests there are beneath his immediate concern, and in cases where his cultists call upon him for aid, he sends one of his aspects to handle the situation. Dagon’s most commonly manifested aspect appears as a fifteen-foot tall demonic kuo-toa, its head more reminiscent of an eel than anything else. These aspects, being free-willed to work their own agendas, often remain behind in the regions to which they are called via spells like [I]planar ally[/I] or [I]planar binding[/I], if they can, often becoming the focus of Dagon cults themselves. The stats presented here are represent an aspect of Dagon that ; other, more powerful incarnations doubtless exist. For more general information on aspects, consult pages 46 and 47 of the [I]Miniatures Handbook[/I]. [B]ASPECT OF DAGON CR 10[/B] CE Large outsider (aquatic, chaotic, evil, extraplanar, obyrith) [B]Init[/B] +4; [B]Senses[/B] darkvision 60 ft., true seeing; Listen +17, Spot +17 [B]Aura[/B] form of madness (60-foot-radius, DC 17) [B]Languages[/B] Abyssal, Aquan; telepathy 100 ft. [B]AC[/B] 25, touch 9, flat-footed 25 (-–1 size, +16 natural) [B]hp[/B] 126 (12 HD); fast healing 5; [B]DR[/B] 5/epic [B]Immune[/B] mind-affecting attacks, poison [B]Resist[/B] acid 10, cold 10, electricity 10, fire 10 [B]Fort[/B] +14, [B]Ref[/B] +8, [B]Will[/B] +10 [B]Spd[/B] 30 ft., swim 60 ft. [B]Melee[/B] 4 claws +19 (1d6+7/19–20) and Bite +17 (1d8+3) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. [B]Base Atk[/B] +12; [B]Grp[/B] +23 [B]Atk Options[/B] Swim-By Attack, rend 2d6+10 [B]Abilities[/B] Str 24, Dex 10, Con 23, Int 14, Wis 15, Cha 13 [B]SQ[/B] amphibious, obyrith traits [B]Feats[/B] Improved Critical (claw), Improved Initiative, Multiattack, Swim-by Attack, Weapon Focus (claw) [B]Skills[/B] Hide +11, Jump +22, Knowledge (nature) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +17, Perform (song) +16, Search +17, Spot +17, Swim +30 [B]Amphibious (Ex)[/B] Although the aspect is aquatic, it can survive indefinitely on land. [B]Form of Madness (Su)[/B] Any creature within 60 feet that observes the aspect of Dagon must make a DC 17 Will save. If the creature is a humanoid, failure indicates the victim becomes convinced that he recognizes something of himself in the aspect’s form, or more precisely, that he recognizes something of the aspect in himself. He becomes convinced that he is in fact one of Dagon’s minions, and abandons his allies to join the aspect’s side. Treat this as a [I]charm monster[/I] effect, save that its effects are permanent until cured by [I]heal[/I], [I]greater restoration[/I], [I]miracle[/I], or [I]wish[/I]. A non-humanoid that fails the saving throw instead becomes filled with terror at the aspect’s form, and is paralyzed with fear for 1d6 rounds. A creature that makes the save is immune to the aspect’s form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders. The save DC is Charisma-based. [B]Rend (Ex)[/B] If the aspect of Dagon hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage. [/QUOTE]
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