b'Dagon, Demon Lord Prince of the Sea \n'b'  Family:   Demons  \n'b'  Large   fiend  (demon lord),  chaotic evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  472 (35d10 + 280)  Speed  20 ft., swim 60 ft.\n'b' STATS STR: 25 (+7) DEX:  18 (+4)  CON:  27 (+8)  INT:  18 (+4)  WIS:  20 (+5)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +12,  Constitution  +16,  Wisdom  +13,  Charisma  +12  Skills   Athletics  +15,  History  +12,  Insight  +13,  Intimidation  +12,  Perception  +13  Damage Resistances  cold, fire, lightning  Damage Immunities  poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   truesight  120 ft., passive  Perception  23  Languages  Abyssal, Celestial, Common, Draconic, Giant, Infernal; telepathy 120 ft.  Challenge  26 (90,000 XP) \n'b' Special Traits \n'b'\n'b'  Special Equipment . Dagon carries Embrace of the Uncaring Sea, a powerful magic trident. \n'b'  Innate Spellcasting . Dagon\xe2\x80\x99s 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.\n'b'\n'b'\n'b'  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  \n'b'  3/day each :  conjure animals  (aquatic creatures only),  conjure elemental  (water  elemental  only),  dispel magic ,  dominate beast  (aquatic creatures only),  fear  \n'b'  1/day each :  confusion ,  feeblemind ,  finger of death ,  hold person ,  hold monster ,  lightning bolt ,  stoneskin ,  time stop ,  web ,  wish  \n'b'\n'b'  Legendary Resistance (3/day) . If Dagon fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . Dagon has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . Dagon\xe2\x80\x99s weapon attacks are magical. \n'b'  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. \n'b'  Water Mastery . Dagon has advantage on  attack  rolls, ability checks, and saving throws when even partly immersed in sea water. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . Dagon makes three melee weapon attacks. \n'b'  Embrace of the Uncaring Sea .  Melee or Ranged Weapon Attack : +18 to hit, reach 10 ft. or range 20/60 ft., one creature.  Hit : 24 (4d6 + 10) piercing damage, or 28 (4d8 + 10) piercing damage if used with two hands to make a  melee attack , plus 17 (5d6) poison damage. If Dagon rolls a natural 19 or 20, the target must make a DC 21  Constitution  saving throw or be afflicted by the crushing pressure of the sea. A creature afflicted by this cannot breathe, use verbal components, or take  actions  or  reactions . At the end of each of the target\xe2\x80\x99s turns, it can repeat the saving throw, ending the effect on a success. Magic such as  heal  can end this affliction early. \n'b'  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\xe2\x80\x99s next turn. \n'b'  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\xe2\x80\x99s 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. \n'b'\n'b' Legendary Actions \n'b' 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\xe2\x80\x99s turn. Dagon regains spent legendary actions at the start of its turn. \n'b'\n'b'  Move . If at least halfway submerged in water, Dagon can move up to half its swim speed without provoking opportunity attacks. \n'b'  Command Aquatic Creature (Costs 2 Actions) . Dagon uses its Command Aquatic Creature ability, even if it has not recharged. \n'b'  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. \n'b'\n'b' Lair Actions \n'b' On  initiative  count 20 (losing  initiative  ties), Dagon can take a lair action to cause one of the following effects; Dagon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  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. \n'b'  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. \n'b'\n'b' Regional Effects \n'b' The region containing Dagon\xe2\x80\x99s lair is warped by its magic, creating one or more of the following effects: Aquatic Bestiary. Aquatic creatures of all types are drawn to Dagon\xe2\x80\x99s presence; often they are only hostile to non-aquatic creatures. \n'b'  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. \n'b'  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 . \n'b' If Dagon is slain, changed weather reverts to normal as described in the spell, and the other effects fade in 1d10 days. \n'b' About \n'b' This creature has the upper body, arms, and head of a green-skinned humanoid, and the lower torso of a great scaled fish. A thin, almost translucent fin runs the length of his back, and a long mane of black hair falls from his head and down his finned back. His eyes are crimson. \n'b' Dagon is the  demon  prince of sea creatures. He is worshipped as a deity by legions of  sahuagin , locathah, skum,  lizardfolk , tritons (those that have accepted the ways of evil), and some  merfolk . His Abyssal lair is not unlike the Elemental Plane of Water in that it is composed entirely of water. Pockets of air, though, are rumored to be trapped in invisible \xe2\x80\x9cbubbles\xe2\x80\x9d throughout his lair (so as to allow the non- water breathing  demons to exist comfortably). Dagon makes his home in a great underwater iron citadel called Thos located in the deepest recesses of his home plane. \n'b' Dagon appears as a 10-foot-tall merman and weighs about 2,000 pounds. He can move on land using his fists to drag or pull his body but prefers to remain in water whenever possible. \n'b' Dagon prefers to use his trident in battle but can attack with his powerful fists if he so chooses. \n'b' Servants of Dagon \n'b' Followers of Dagon are mermen, locathah,  sahuagin ,  lizardfolk , skum, and evil humanoids that revere the seas and oceans. Devout followers of Dagon are called Scaled Ones and must sign a pact of evil with Dagon.'