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.