Wrath of Dagon
Medium elemental magical beast (aquatic)
Level 10 Solo Soldier XP 2500
Initiative +10 Senses Perception +9; low-light vision
Disorienting Pheromone aura 5; creatures that begin their turn in this aura take a -1 penalty to Will defense and a -2 penalty to Perception checks (save ends)
HP 415; Bloodied 207
Regeneration 5
AC 28; Fortitude 26, Reflex 25, Will 25
Resist 10 poison
Saving Throws +4
Speed 8, climb 4, swim 8
Action Points 2
(⚔) Claw (standard, at-will) ✦ Poison
+17 vs AC; 2d6+6 damage, and ongoing 5 poison damage (save ends).
⚔ Snapping Claws (standard, at-will) ✦ Poison
Make two claw attacks.
ᗕ Fearful Pheromone (standard, encounter) ✦ Fear
Close burst 3; +15 vs Will; the target is pushed 4 and takes a -2 penalty to all attack rolls (save ends).
ᗕ Somnolent Pheromone (standard, encounter) ✦ Sleep
Close burst 1; +15 vs Will; the target falls asleep (save ends); any damage immediately awakens the target.
ᗕ Wrathful Pheromone (standard, encounter) ✦ Charm
Close burst 3; +15 vs Will; the target must use a standard action on its next turn to make a basic attack against its nearest ally. If no ally is within range of a basic attack, the target loses its standard action for that round.
Leaping Horror
The Wrath can make long and high jumps as though it had a running start even if it does not, and even if leaping from the water. It also gains a +5 racial bonus to Athletics checks made to jump.
Radiant Weakness
Radiant effects cause the wrath of Dagon to take a -2 penalty to attacks until the start of the fish-man's next turn.
Alignment Chaotic evil Languages Abyssal
Skills Athletics +16
Str 22 (+11) Dex 20 (+10) Wis 19 (+9)
Con 22 (+11) Int 14 (+7) Cha 15 (+7)
Published in Dungeon Magazine 156, page(s) 99.