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Colossal Magical Beast (Aquatic, Chaotic, Evil, Lesser God, Water)
| Hit Dice: |
50d10+900 (1175 hp) |
| Initiative: |
+6 (+2 Dex, +4 Improved Initiative) |
| Speed: |
30ft. Swim 100ft., Fly 60ft (poor) |
| Armor Class: |
51 (+20 natural, +15 deflection, +22 divine (profane),
+2 Dex, -8 Size), Touch 31, Flatt-footed 49 |
| Base Attack/Grapple: |
+50/+81 |
| Attacks: |
Bite +58 melee (4d6+15) |
| Full Attack: |
Bite +58 melee (4d6+15 19-20/X2), 2 claws +56
melee (2d8+7) |
| Space/Reach: |
45ft./15ft. |
| Special Attacks: |
Breath Weapon, Shoulder Cannons, Crimson Sickle,
Improved Grapple, Spawn Barem, Barem Cyclone |
| Special Qualities: |
Divine Qualities, Amphibious, Poisonous Flesh,
Blindsight, Energy Resistance (Acid, Cold, Fire, Sonic), Fast
Healing 4, SR 62 |
| Saves: |
Fort +45, Ref +29, Will +17 |
| Abilities: |
Str 40, Dex 14, Con 47, Int 3, Wis 12, Cha 45 |
| Skills: |
Jump +28, Listen +16, Spot +17, Swim +28 |
| Feats: |
Alertness, Blind-Fight, Diehard, Dodge, Endurance,
Flyby Attack, Improved Bull Rush, Improved Initiative, Improved
Sunder, Improved Critical (Bite), Mobility, Multiattack, Power
Attack, Run, Spring Attack, Weapon Focus (Bite, Claw) |
| Environment: |
Any warm ocean or land |
| Organization: |
Unique |
| Challenge Rating: |
52 |
| Treasure: |
None |
| Alignment: |
Always Chaotic Evil |
| Advancement: |
- |
| Domains: |
Chaos, Evil, Protection, Toxic,
Water |
| Holy Symbol: |
An ocean vista with blood-red water. |
Dagarha
is a foul, corrupted beast, which feeds on the poisons produced
by life. Legends tell that he once was a guardian, purging the world
of poison and cleansing it within himself. However, after years
of consuming poison and filth, it began to corrupt the once peaceful
god into a mad destroyer, until he cold no longer recognize friend
from foe. Centuries of poison have tainted his mind, making him
a mockery of what he once was. It is truly a sad fate for one who
was once so noble.
Dagarha's
body is long and reptilian, like that of a marine iguana. His head
is blunt, with five jagged horns protruding from the back, and a
multitude of sword-like teeth protruding from his bulldog like jaws.
A great pair of wings, which form a cape of sorts, which reaches
from his shoulders to his hind legs. Each one possesses a large
conical projection just above the shoulder, which can open to fire
a deadly volley of bariums, toxic sea stars produced from his venomous
diet. Dagarha wreaks of decaying fish and sewage.
Those
clerics that worship Dagarha can chose from the following domains:
Chaos, Evil, Protection, Toxic and Water. His favored weapon is
the shuriken.
Combat:
Dagarha delights in combat, driven by the pain that
constantly wracks his body. When engaging his foes, he prefers to
fight while in the water, where he has a distinct advantage. While
on land, he is clumsy and awkward, but while in the water, he movements
could almost be considered beautiful. He prefers to engage foes
with his breath weapon, shoulder cannons and crimson sickle. If
forced into close combat, he prefers to bite his foes, then drag
them underwater to drown. As a last resort, he will utilize his
barium cyclone, but prefers to reserve it for truly dire straights.
Dagarha's natural weapons are considered Chaotic,
Epic and Evil for overcoming damage reduction. Dagarha can use all
of his special attacks while underwater.
Breath
Weapon (Su): As a standard action once every 1d4 rounds, Dagarha
can fire a twisting blast of red and black energy from his mouth.
This attack takes the form of a line 300ft long and 10ft wide. All
creatures caught in the path take 15d6 points of electrical damage.
A successful reflex save (DC 53) reduces the damage by half. This
DC is constitution based.
Shoulder
Cannons (Ex): Once every 1d4 rounds as a standard action, Dagarha
can fire his shoulder cannons at any creature within 500ft. If he
hits, the creature is struck with 5d4 barems, which immediately
can use their superior grapple ability to grasp onto the creature.
Creatures hit also take 3d4 points of bludgeoning damage from the
impact. Barems fired in this manner die after three rounds.
Crimson
Sickle (Su): Once every 2d4 rounds as a full round action, Dagarha
can fire a spinning, crescent blade of energy by spinning in place.
To hit, he must make a ranged touch attack. If the attack connects,
the target suffers 20d6 points of slashing/fire damage. This attack
has a range of 500ft.
Improved
Grapple (Ex): To use this ability, Dagarha must hit with his
bite attack.
Spawn
Barem (Ex): Once every other round as a free action, Dagarha
can release 2d6, 4-HD bariums from his body. These bariums are under
Dagarha's direct control, and can move and act on the same round
they are spawned. Dagarha can only use this power when he is completely
immersed in polluted water, or whenever he is subjected to a poison
based attack.
Barem
Cyclone (Su): As a full round action once per hour, Dagarha
can generate a massive cyclone from his body. This cyclone is 45ft
in diameter at the base, 270ft in diameter at the top, and 540ft
tall. The cyclone lasts for 3d4 rounds, and Dagarha can move up
half his normal speed while generating the cyclone. If he moves
into a threatened square, he does not provoke an attack of opportunity.
Any creature whose space falls within the area of the cyclone is
caught up in the twister's winds.
All
creatures caught in the cyclone must make a successful Reflex save
(DC 50), or suffer 5d6 points of damage. The creature must then
make a second save at the same DC or be swept up into the cyclone.
Creatures swept up into the cyclone automatically take 5d6 points
of damage per round. Creatures that can fly can attempt a Reflex
save (DC 50) to escape the cyclone, though they still take damage
for the round. The DC is Strength based.
Creatures
caught in Dagarha's cyclone can't move except to wherever the god
moves and or to attempt to escape the cyclone. Creatures caught
in the maelstrom can attempt to perform any normal action, but must
make a concentration check (DC 15 + spell level) to cast any spell.
Creatures caught in the cyclone suffer a -4 penalty to Dexterity
and a -2 penalty on attack rolls. Dagarha can only trap as many
creatures in the whirlwind as will fit in the whirlwind's volume.
Dagarha
can voluntarily eject any creature caught in the cyclone at any
time, depositing them wherever the cyclone happens to be.
If
the cyclone is in contact with the water, it generates a water cone.
All creatures caught in the maelstrom must also check for drowning
while caught, and all creatures within twenty feet of the cone that
are in contact with the water must make a successful swim check
(DC 35), or be pulled into the cyclone.
Once
the creature escapes, is ejected, or the cyclone ends, it is automatically
grappled by a maximum number of barems for its size.
Amphibious
(Ex): Dagarha can survive out of the water for a number of hours
equal to its constitution modifier. After that time, he begins to
drown.
Poison
Flesh (Ex): Dagarha's flesh and blood are all highly toxic from
the centuries of consuming pollution and filth. Whenever Dagarha
suffers piercing or slashing damage in melee, a bit of his poisonous
blood sprays out onto the creature striking him. This blood acts
more like a disease than a normal poison, requiring an additional
save every minute or the creature suffers secondary damage again.
This continues until the victim receives a neutralize poison
or an equivalent spell, or she dies.
Tainted
blood: Contact, Fortitude DC 53, Initial damage 2d6 Con, Secondary
damage 1d8 Con. This save DC is Constitution-based.
Fast
Healing (Ex): This ability only functions while Dagarha is immersed
in water.
Dagahra's Worship and Worshipers
Dagarha
is a widely reviled, hated and loathed deity. Few people would ever
consider worshiping this fallen guardian. Truthfully, because he
is so heavily tied to the ocean's water, most people who live inland
don't even know of his existence.
For
those who live in or near the water, Dagarha is less easily forgotten.
In fact, most would rather not even give him a second thought, and
were it not for the presence of his spawn, the bariums, those who
near the ocean could forget him. However, his occasional raid on
an ocean side community, or a sudden outbreak of bariums keeps him
fresh in the minds of the populace.
For
all of his loathsome qualities, some people do worship him. Many
sailors and other people who make their lives living off the ocean
pray to him, but usually ask for him to allow them to go about their
business in peace. For some reason, these prayers seem to work,
for so long as to much poison and filth isn't dumped into the water,
Dagarha seems to let those in his waters be. However, should a community
start to pollute, Dagarha's displeasure is made clear by a sudden
outbreak of bariums. Though thoroughly corrupted, Dagarha still
seems to cling to some part of his old nature, and seeks to protect
the oceans, though this protection usually takes the form of genocide
on humanoid communities that dump to many pollutants into his water.
Dagarha's
true worshipers are few and far between. His toxic and deranged
nature makes him unapproachable by almost any sane creature, though
this does not stop humanoids from praying to him. Yet, the numbers
are pitifully small compared to those of the other gods. His formal
worshipers are often bloodthirsty and deranged from the various
poisons that they constantly brew. Most of his worshipers regard
him as the lord of poisons, and see making new and deadly toxins
as a sign of devotion. These madmen are thankfully rare, though
they can cause considerable damage when provoked, releasing a torrent
of venomous concoctions upon their enemies.
Dagarha's
more mundane worshipers are still no less dangerous. Most of these
men and women are pirates, who follow a tainted version of Dagarha's
own nature. These pirate communities seek to protect the oceans
from pollution, though their methods are far from savory. They will
often descend upon a village that is "abusing the privilege of using
lord Dagarha's oceans," and slaughter every man, woman and child
within, then burn it to the ground. They will often leave dried
bariums behind as a warning to any others who would abuse the oceans.
Ships that dump too much waste into the water also risk drawing
the ire of these deranged sailors, who will descend upon the ship,
sink it, and leave the crew for the sharks.
Among
the land dwelling humanoids, humans almost exclusively worship Dagarha,
though he has a small following among the elves.
Many
oceanic creatures revere Dagarha, though it is a reverence of fear,
not love. Aquatic elves pay him homage, but generally don't worship
him. The aquatic elves mortal enemies, the sahuagin, on the other
hand, are vehement worshipers of Dagarha, thought hey often follow
his more venomous aspect, rather than his fallen guardian nature.
Merfolk and tritons of evil nature also worship Dagarha, though
they are often outcasts in their respective societies. Yet, his
most powerful and devoted worshipers are the krakens, which see
him as the ocean protector that he once was, and who often lend
him their aid when attacking ocean side villages. Though barely
intelligent himself, Dagarha seems willing to accept the kraken's
aid, for now.
Dagarha's
priests often wear sea foam blue robes that have been smeared with
blood. This ghastly regalia is seen among Dagarha's worshipers as
a symbol of the god's transformation, from a benign guardian to
a ferocious fighter for the world's oceans. Dagarha's blood has
been tainted by those who he sought to protect, and now it's the
world's turn to bleed. Many of his worshipers are familiar with
shurikens, an often craft them to resemble Dagarha's bariums. Such
throwing stars are often poisoned.
Dagarha
has little contact with the other gods. Among the good gods, Leo
is the only one who seems to bear Dagarha a significant grudge,
and can be found destroying shoals of bariums whenever they appear.
Though Battra finds Dagarha's methods distasteful, she respects
him for his devotion to protecting the water, though she is perfectly
willing to aid Leo in destroying Barium outbreaks. Biollante finds
Dagarha unclean, but is willing to look the other way, unless he
ventures into her forests. Mothra and Gamera are also disinterested
in Dagarha, unless he also threatens their worshipers.
The
neutral gods have little to do with Dagarha, though Godzilla and
Dagarha have occasionally clashed when the two have met, though
most chalk it up to the typical kaiju aggression, rather than anything
significant.
The
other evil gods consider Dagarha beneath notice, and are content
to ignore him. This seems to suit Dagarha fine.
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