Father Dagon (5e Creature)
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Gargantuan monstrosity (deep one), chaotic evil
Saving Throws Str +13, Dex +9, Int +9, Wis +10
Amphibious. Dagon can breathe both air and water.
Aquatic. While in water, Dagon has advantage on attack rolls against non-aquatic creatures.
Deep Taint. At the start of each of Dagon's turns, each creature within 10 feet of him takes 11 (2d10) poison damage. Deep ones are not affected by the Deep Taint.
Magic Resistance. Dagon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Dagon's weapon attacks are magical.
Multiattack. Dagon makes two attacks: one with his bite and one with his claw.
Bite. Melee Weapon Attack. +13 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage, and if the target is a creature, it must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.
Claw. Melee Weapon Attack. +13 to hit, reach 10 ft., one target. Hit: 34 (6d8 + 7) slashing damage.
Tail. Melee Weapon Attack. +13 to hit, reach 15 ft., one target. Hit: 34 (6d8 + 7) bludgeoning damage.
Primordial Rage (1/Day). When Dagon is reduced to half its maximum hit points (137 hit points) or less, he moves twice his land or swim speed and makes a claw attack against every opponent he passes within 10 feet.
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's turn. Dagon regains spent legendary actions at the start of his turn.
Attack. Dagon makes one bite attack or one claw attack.
Father Dagon is a deep one that grew to enormous size of the countless millennia he lived. Though not a god himself, Dagon leads the deep ones together with his companion, Mother Hydra, and forms a divine triumvirate together with her and Cthulhu.