Father Dagon

Father Dagon

CR 14; XP 38,400
CE elder deep one of deep one society, the ocean, and warfare
Primary Source H. P. Lovecraft, “Dagon” and “The Shadow Over Innsmouth”


Domains Chaos, Evil, War, Water
Subdomains Blood, Fear, Oceans, Tactics
Favored Weapon spear
Symbol fishlike eye under a golden crown of tentacles
Temple reefs, sea caves, underwater grottoes, waterfront churches
Worshipers deep ones, deep one hybrids
Servitors deep ones, sea monsters, shoggoths

Influence Stage 1 (DC 22)

Area 100-ft. radius spread; Nucleus 5 square feet
AC 29; Saves +17; hp 200
Proxy nucleus crystal
Effects enhance faith, nucleus crystal
Escalation A worshiper of Father Dagon who casts greater planar ally or gate within the area of influence escalates the influence to stage 2 by conjuring Father Dagon.

Influence Stage 2 (DC 24)

CR 17; XP 102,400
Area 300-ft. radius
Proxy Father Dagon
Effects enhance faith, mobile influence


Combat Destroying the nucleus crystal ends this influence at stage 1. Killing Father Dagon ends the influence at stage 2.

Influence Effects

Enhance Faith All worshipers of Cthulhu, Father Dagon, or Mother Hydra within the area of influence have their effective spellcaster levels increased by 1 for the purpose of determining spell effects, and all save DCs from their spells are increased by 1 against non-worshipers of Cthulhu, Father Dagon, or Mother Hydra. Worshipers of these three entities gain a +4 bonus on all concentration checks.

Nucleus Crystal At stage 1, attempts to damage Father Dagon’s influence must be directed at the nucleus crystal at the center of the area’s influence. This influence’s effects function in a spread, so if the nucleus crystal is hidden inside a box, its influence radius is reduced to zero.

Mobile Influence Father Dagon’s influence is always centered on him, allowing him to wander as he will without being physically limited by the constraints of influence. Father Dagon can teleport beyond the range of his influence.

Father Dagon (CR 17)

XP 102,400
CE Huge aberration (aquatic, deep one)
Init +11; Senses see in darkness, tremorsense 60 ft.; Perception +31


AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, –2 size)
hp 270 (20d8+180)
Fort +15, Ref +15, Will +20
Defensive Abilities freedom of movement; DR 10/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; Resist acid 20, fire 20; SR 28


Speed 30 ft., swim 90 ft.
Melee 2 bites +28 (5d10+15/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks command sea monster, swift bite, tail sweep

Spell-Like Abilities (CL 18th; concentration +25)
Constant—freedom of movement
At will—control water, greater dispel magic, nightmare (DC 22)
3/day—demand (DC 25), quickened feeblemind (DC 22), vortex (see page 124; DC 24)
1/day—tsunami (see page 123; DC 26)

Sorcerer Spells Known (CL 18th; concentration +25)
9th (3/day)—storm of vengeance
8th (5/day)—cloak of chaos (DC 25), greater spell immunity
7th (7/day)—control weather, mass cure serious wounds (DC 24), word of chaos (DC 24)
6th (7/day)—greater dispel magic, heal, word of recall
5th (7/day)—dispel good, greater command (DC 22), mark of justice, slay living (DC 22)
4th (7/day)—air walk, cure critical wounds, sending, unholy blight (DC 21)
3rd (8/day)—blindness/deafness (DC 20), cure serious wounds, dispel magic, water walk
2nd (8/day)—cure moderate wounds, death knell (DC 19), hold person (DC 19), spiritual weapon, status
1st (8/day)—command (DC 18), cure light wounds, divine favor, sanctuary (DC 18), shield of faith
0 (at will)—bleed (DC 17), create water, detect magic, guidance, light, mending, read magic, resistance, stabilize


Str 40, Dex 25, Con 28, Int 25, Wis 27, Cha 24
Base Atk +15; CMB +32; CMD 49 (can’t be tripped)
Feats Combat Casting, Eschew Materials, Extend Spell, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Quicken Spell, Quicken Spell-Like Ability (feeblemind), Vital Strike
Skills Intimidate +30, Knowledge (arcana) +30, Knowledge (nature) +27, Knowledge (religion) +27, Perception +31, Sense Motive +28, Spellcraft +30, Stealth +22, Survival +31, Swim +46, Use Magic Device +27
Languages Aklo, Common, deep one
SQ amphibious, mortal

Special Abilities

Command Sea Monster (Su) Father Dagon can command sea monsters to do his bidding as a move action, using either speech or telepathy. This ability affects all aberrations, animals, dragons, native outsiders, and magical beasts with the aquatic subtype. A successful DC 27 Will save negates the effects of Father Dagon’s command; otherwise the targeted sea monster is affected by the command as if by a suggestion spell.

The commanded course of action can have a duration of up to 1 day. If Father 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 Father Dagon for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.

Mortal (Ex) Unlike most of the other entities associated with Elder influences, Father Dagon is mortal and can be killed. If slain, though, it’s typically only a matter of time before an equally powerful deep one rises to fill the vacancy left behind by Father Dagon.

Spells Father Dagon casts spells as an 18th-level sorcerer. He uses the cleric spell list.

Swift Bite (Ex) When Father Dagon makes a full-attack action, he can make two bite attacks.

Tail Sweep (Ex) Father Dagon can make a sweep with his tail as a standard action or as part of a full-attack action. When he does so, he affects a 15-foot cone. All creatures in this area must make a successful DC 29 Reflex save to avoid being stung by several of Father Dagon’s toxic tendrils. A creature that fails must make three separate DC 29 Fortitude saving throws to resist three different effects, as detailed below. All of the below effects are poison effects. The save DCs are Constitution-based.

Hallucinations: The first Fortitude save is to resist hallucination-inducing toxins. A failed save causes the target to become confused for 1d6 rounds. This is a mind-affecting effect.

Paralysis: The second Fortitude save is to resist being paralyzed. This effect is permanent, but at the start of a creature’s turn, a creature can attempt a new DC 29 Fortitude save as a free action to end the paralysis effect.

Poison: The third Fortitude save is against flesh-eating toxins. A failed save indicates the victim takes 1d4 points of Constitution drain and is staggered from pain for 1d3 rounds.

Father Dagon is the military, political, and religious leader of the deep one species. He is an extremely large, powerful, and old deep one—not a Great Old One. Other deep ones have achieved levels of power similar to his, but he is their foremost leader.

The deep one life cycle is such that they transform with age and size. Most feed enough to maintain near-human size, as this is convenient for normal activity. When they grow larger, they can undergo further transformations, as is the case with Father Dagon. He is no longer even vaguely humanoid, with flippers, a seal-like body, and a mass of sensory appendages for a tail. Other deep ones that have reached Father Dagon’s size do not have the same shape: a combination of rituals and mental discipline on Father Dagon’s part have been key to his development.

Father Dagon is often associated with Mother Hydra, as these two are the best-known elder deep ones to land-dwelling races, but they act independently. She controls other aspects of deep one society.

Cultural Import

The deep ones do not actually worship Father Dagon, but they honor him and allow his wisdom to guide them. Deep ones force their humanoid followers and half-humanoid hybrids to worship Father Dagon, however. Typically, the worship is channeled toward a magical statue or crystal, and through the item to Father Dagon himself. He uses this to enhance his physical supremacy and form, as well as to empower spells and ceremonies under the sea to further his plans. With assistance from his worshipers, Father Dagon can create massive waves to swamp boats at sea, or inundate shorelines. If he has enough preparation time, he can create a full-fledged tsunami to wipe out shoreline cities and nations. Fortunately, he is more often interested in protecting and guiding the deep ones, as well as aiding them in expanding their territory and influence.

Father Dagon has control over a number of undersea monsters created by Mother Hydra’s hybridization experiments, as well as other horrors such as shoggoths. He is incredibly intelligent and can cast a wide variety of spells to assist him in controlling and aiding his hordes of deep one minions.

Father Dagon in Combat

Father Dagon’s massive fangs are his main attack against similarly gigantic enemies. His far-sweeping tail is actually of invertebrate origin and is filled with toxins and stinging cells. Father Dagon can die like any other mortal being, but the deep ones can raise another entity of his power from their midst by simply feeding and channeling worship to him, so a new “Father Dagon” will soon arise.

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