I cannot think of the deep sea without shuddering at the nameless things that may at this very moment be crawling and floundering on its slimy bed, worshipping their ancient stone idols and carving their own detestable likenesses on submarine obelisks of water-soaked granite.—H.P. Lovecraft, “Dagon”
The ixitxachitl are one of the stranger and more recognizable D&D monsters, and not just because of their infamously difficult name. They first appeared in the Blackmoor supplement (1975), where they were described as a “race of Chaotic Clerical Philosphers,” resembling “Manta Rays (i.e. having a flat blanket-like form) with one in ten being a vampire equivalent.” Uh, OK?
The 1st edition Monster Manual (1977) credits Steve Marsh with “devising the creatures for undersea encounters which originally appeared in BLACKMOOR,” which suggests that he created the ixitxachitl. Not until Deities and Demigods (1980) do we learn that they “worship Demogorgon, a Demon Lord from the Abyss.” All of this information was compiled in the Advanced Dungeons & Dragons Monster Cards (1982), which featured striking art by the great Bill Willingham.
Although the ixitxachitl were included in the first volume of the 2nd edition Monstrous Compendium (1989), they didn’t get much love in that edition and were excluded from the 3e Monster Manual (2000) altogether, having to wait until the Monster Manual II (2002) for their 3e treatment. Many entries in the MMII had been slated to be added to the System Reference Document, but changing priorities within Wizards of the Coast evidently killed that initiative and the ixitxachitl remain closed content with no real open content alternative.
In some ways this seems a shame, as demon-worshiping sea monsters with access to cleric spells has a certain gonzo appeal. But in other ways this doesn’t seem like that great a loss. Frankly, as purely aquatic monsters without hands or even limbs the ixitxachitl were as difficult to use in play as their name was to pronounce. And their association with Demogorgon always seemed a little odd thematically. While the 1e Monster Manual notes that the Prince of Demon’s “appearance testifies to his command of cold-blooded things such as serpents, reptiles, and octopi,” this doesn’t quite fit with ixitxachitl and their rather boring appearance. “Evil manta rays” doesn’t exactly elicit a lot of fear in many players. One can always shrug and say “chaos gonna chaos,” but that’s not particularly satisfying.
A couple of years ago, though, I was wandering in the National Gallery of Art when I came across a series of small bronzes sculpted by Severo Calzetta da Ravenna, who worked in the early 16th century. Evidently Severo had a taste for the fantastic and sculpted all sorts of monstrosities. I was particularly struck by his grotesque sea monsters and immediately thought that they might make a good open content substitute for ixitxachitl. A fresh approach would also offer a chance to strengthen some of the weaker elements of the original concept.
Dagon was an ancient Mesopotamian and Canaanite deity that has long been associated, potentially by mistake, with a pagan fish-god cult. H.P. Lovecraft then used the name for his Cthulhu Mythos, in which the Deep Ones revere the entities Father Dagon and Mother Hydra.
Dagon is also listed as a demon prince in the 1e Monster Manual II (1983), which gives a tantalizing glimpse of his home layer in the Abyss: a “liquid plane” populated by “hezrou (type II) and a form of dretch, but the other inhabitants are octopi, squids, kraken, sea snakes, eels, weird fish, and horrible fish-monsters.” But Gygax left TSR before he could do anything more with this demon prince.
In the 3e era Erik Mona included an open version of Dagon for his third party Armies of the Abyss supplement (2002); Dagon was also incorporated into Pathfinder in the Second Darkness adventure “Descent into Midnight” (2009). Mona included a closed (but broadly compatible version) of Dagon in the Fiendish Codex I: Hordes of the Abyss (2006). James Jacobs then greatly expanded this information in his article “Demonomicon of Iggwilv: Dagon” from Dragon 249 (2006).
So by combining Severo’s sea monster with Dagon we end up with a more monstrous monster that is open content and has nice hooks to Lovecraft, D&D lore, and Pathfinder. Not a bad deal. Using the name “Dagonite” is also meant as an homage to the renowned J. Eric Holmes, who compiled the first D&D basic set in 1977. Holmes used the term Dagonite for his own version of Deep Ones.
To commemorate this new monster, I commissioned this piece of art from one of my old players, who was always a fun and imaginative guy to DM.
Below is a 3.5e entry for dagonites, I’ll follow up with 0e and 5e versions in a future post.
The following text is Open Game Content.
Dagonite
This grotesque creature has the tail and body of a scaled fish but the head of a bearded man, its gaping mouth lined with tiny, jagged teeth. Two frog-like forelegs end in webbed hands and are matched with two sweeping pectoral fins.
Vile Creatures of the Deep. The dagonites are rarely seen abominations that dwell in warm, shallow seas. They readily prey upon all other intelligent aquatic creatures.
Bearers of an Ancient Curse. Dagonites are rumored to be the descendants of wicked humans who were transformed into monsters when their mighty kingdom was sunk beneath the waves as divine punishment.
Unholy Disciples of Chaos and Evil. The dagonites owe allegiance to an ancient and powerful demon prince of immense size and horrific appearance, said to dwell in the inky depths of an Abyssal sea. This prince endows his servitors with dark spells.
Dagonite CR 1
Always CE Medium aberration (aquatic)
Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Abyssal, Aquan
AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)
hp 11 (2d8+2 HD)
Fort +1, Ref +2, Will +4
Spd 20 ft., swim 30 ft.
Melee bite +3 (1d6 plus flesh wasting)
Space 5 ft.; Reach 5 ft.
Typical Cleric Spells Prepared (CL 1st)
1st—cause fear (DC 12), inflict light wounds (+2 melee touch, DC 12), protection from good D
0—detect magic, guidance, resistance
D Domain spell; Domains Chaos, Evil
Before Combat Dagonites prefer to attack by ambush, casting protective spells and hiding from approaching enemies.
During Combat In battle dagonites prefer to circle and confuse their enemies, casting spells from a distance and occasionally darting in to bite the unwary.
Morale Dagonites are cowardly foes, fleeing once half their number have been incapacitated.
Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 11
Base Atk +1; Grp +1
Feats Weapon Finesse
Skills Concentration +6, Intimidate +5, Spellcraft +6, Swim +8
SQ water dependent
Environment warm aquatic
Organization pack (4-12), band (6–36 plus 1–3 2nd-level leaders), or colony (20–80 plus 2–6 2nd-level leaders, 2–3 4th or 5th level priests, 1 7th-level high priest)
Treasure standard
Advancement 3–4 HD (Medium), 5–6 HD (Large)
Flesh-Wasting Bite (Su) Any living creature bitten by the dagonite must make a DC 12 Fortitude save or take 2d6 points of damage as the flesh around the wound blackens and withers. The save DC is Charisma-based. Creatures that have immunity to disease are not affected by this ability.
Spells Dagonites can cast divine spells as 1st-level clerics. A dagonite has access to two of the following domains: Chaos, Destruction, Evil, and Water. The save DCs are Wisdom-based.
Water Dependent (Ex) Dagonites can survive out of the water for 1 hour per point of Constitution (after that, refer to the drowning rules).
Skills A dagonite has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dagonites as Characters
Dagonite clerics (favored weapon: trident) can choose any two of the following domains: Chaos, Destruction, Evil, and Water.
Dagonite characters possess the following racial traits.
- +4 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom.
- A dagonite’s base land speed is 20 feet. It also has a swim speed of 40 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: A dagonite begins with two levels of aberration, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
- Racial Skills: A dagonite’s aberration levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Concentration, Intimidate, Spellcraft, and Swim. A dagonite has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
- Racial Feats: A dagonite’s aberration levels give it one feat.
- +2 natural armor bonus.
- Natural Weapons: bite (1d6).
- Special Attacks (see above): Flesh-wasting bite, spells.
- Special Qualities (see above): Water dependent.
- Automatic Language: Abyssal. Bonus Languages: Aklo, Aquan, Draconic, Elven, Sahuagin.
- Favored Class: Cleric.
- Level adjustment +2.
Advanced Dagonites
Given the number of dagonite clerics with access to animate dead, dead dagonites are often brought back to serve their demon prince as zombie guards and servants.
Reanimated Dagonite CR 1
Zombie dagonite
Always NE Medium undead (aquatic)
Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0
AC 15, touch 11, flat-footed 14
(+1 Dex, +4 natural)
hp 29 (4d12 HD); DR 5/slashing
Fort +1, Ref +2, Will +4
Immune undead traits
Weakness single actions only
Spd 20 ft., swim 30 ft.
Melee bite +3 (1d6+1)
Str 12, Dex 13, Con –, Int –, Wis 10, Cha 1
Base Atk +2; Grp +3
Feats Toughness
Single Actions Only (Ex) Reanimated dagonites have poor reflexes and can perform only a single move action or attack action each round. A reanimated dagonite can move up to its speed and attack in the same round, but only if it attempts a charge.
While most dagonites advance by taking levels in character classes, some individuals instead emulate their titanic patron by lurking in the deep, growing ever larger and stronger.
Guardian Dagonite CR 2
Advanced dagonite
Always CE Large aberration (aquatic)
Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
Languages Abyssal, Aquan
AC 14, touch 10, flat-footed 13
(+1 Dex, +4 natural, -1 size)
hp 37 (5d8+15 HD)
Fort +4, Ref +2, Will +6
Spd 20 ft., swim 30 ft.
Melee bite +6 (2d6+6 plus flesh wasting)
Space 10 ft.; Reach 10 ft.
Typical Cleric Spells Prepared (CL 1st)
1st—detect good, doom (DC 13), protection from good D
0—detect magic, guidance, resistance
D Domain spell; Domains Chaos, Evil
Str 18, Dex 13, Con 16, Int 12, Wis 14, Cha 11
Base Atk +3; Grp +11
Feats Alertness, Improved Natural Attack (bite)
Skills Concentration +11, Intimidate +8, Listen +3, Spellcraft +9, Spot +3, Swim +12
SQ water dependent
Flesh-Wasting Bite (Su) Fortitude DC 15 save resists.
Certain dagonites are given the unholy template by their demonic patron, marking them as especially favored. Such creatures are both revered and feared within dagonite communities.
Abyss-Touched Dagonite CR 2
Unholy dagonite
Always CE Medium aberration (aquatic, evil)
Init +4; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Abyssal, Aquan
Aura awful presence (30-ft. radius)
AC 16, touch 14, flat-footed 12
(+4 Dex, +2 natural); +2 vs. good creatures
hp 11 (2d8+2 HD); DR 5/good
Fort +1, Ref +4, Will +4; +2 vs. good creatures
Defensive Abilities protection from good; Immune negative energy
Spd 30 ft., swim 40 ft.
Melee bite +5 (1d6+3 plus flesh wasting)
Special Attacks profane, unholy spellcasting
Typical Cleric Spells Prepared (CL 1st)
1st—deathwatch (CL 3rd), inflict light wounds (+5 melee touch, DC 12) D, protection from law
0—detect magic, guidance, resistance
D Domain spell; Domains Chaos, Destruction
Str 14, Dex 19, Con 12, Int 12, Wis 13, Cha 15
Base Atk +1; Grp +3
Feats Weapon Finesse
Skills Concentration +6, Intimidate +7, Spellcraft +6, Swim +10
SQ unholy body, water dependent
Awful Presence (Su) Every nonevil creature within 30 feet of an Abyss-touched dagonite automatically takes a -1 penalty on all attack rolls, checks, and saves. Awful presence is a mind-affecting fear effect.
Flesh-Wasting Bite (Su) Fortitude DC 12 save resists.
Negative Energy Immunity (Su) Abyss-touched dagonites are immune to energy drain, ability damage and ability drain due to negative energy (such as the special attacks of undead), and hit point damage from negative energy.
Profane (Su) Each of an Abyss-touched dagonite’s melee attacks with a natural or manufactured weapon deals +1d6 points of extra damage to a creature of good alignment. All of its natural and manufactured weapons are treated as evil-aligned for overcoming damage reduction.
Protection from Good (Su) An Abyss-touched dagonite gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by good creatures. Furthermore, it is immune to any attempt by a good creature to possess, charm, or influence it.
Unholy Body (Su) An Abyss-touched dagonite is healed by negative energy and harmed by positive energy like an undead creature. Thus, inflict light wounds would heal an Abyss-touched dagonite and cure light wounds would harm it.
Unholy Spellcasting (Su) An Abyss-touched dagonite’s effective caster level for necromancy spells or spells with the evil descriptor increases by +1. This benefit stacks with itself, so the Abyss-touched dagonite’s effective caster level for a spell that fits both parameters is higher by +2.
Dagonite leaders often command raiding bands in search of slaves, treasure, or fodder. The dagonite leader had the following ability scores before racial modifiers and Hit Dice ability score increases: Str 10, Dex 13, Con 14, Int 12, Wis 15, Cha 8.
Dagonite Leader CR 3
Dagonite cleric 2
Always CE Medium aberration (aquatic)
Init +8; Senses darkvision 60 ft.; Listen +3, Spot +3
Languages Abyssal, Aquan, Sahuagin
AC 17, touch 14, flat-footed 13
(+4 Dex, +3 natural)
hp 33 (4d8+12 HD)
Fort +6, Ref +4, Will +9
Spd 20 ft., swim 30 ft.
Melee bite +6 (1d6 plus flesh wasting)
Special Attacks rebuke undead or fire creatures 2/day (-1, 2d6+1, 2nd)
Typical Cleric Spells Prepared (CL 3rd, 4th for evil spells)
2nd—darkness, desecrate D, hold person (DC 15)
1st—cause fear (DC 14), detect good, inflict light wounds (+6 melee touch, DC 14), protection from good D
0—detect magic, guidance, inflict minor wounds (+6 melee touch, DC 13), resistance
D Domain spell; Domains Evil, Water
Str 10, Dex 18, Con 16, Int 14, Wis 17, Cha 8
Base Atk +2; Grp +2
Feats Improved Initiative, Weapon Finesse
Skills Concentration +10, Intimidate +4, Knowledge (arcana) +4, Knowledge (the planes) +4, Spellcraft +9, Swim +13
SQ spontaneous casting (inflict spells), water dependent
Combat Gear wand of bull’s strength (10 charges); Other Gear amulet of natural armor +1
Flesh-Wasting Bite (Su) Fortitude DC 14 save resists.
Dagonite priests are rarely found outside their underwater colonies, where they serve the high priest. The dagonite priest had the following ability scores before racial modifiers and Hit Dice ability score increases: Str 10, Dex 13, Con 14, Int 8, Wis 15, Cha 12.
Dagonite Priest CR 5
Dagonite cleric 4
Always CE Medium aberration (aquatic)
Init +3; Senses darkvision 60 ft.; Listen +4, Spot +4
Language Abyssal
AC 16, touch 13, flat-footed 13
(+1 armor, +3 Dex, +2 natural)
hp 48 (6d8+18 HD)
Fort +7, Ref +4, Will +11
Spd 20 ft., swim 30 ft.
Melee bite +7 (1d6 plus flesh wasting)
Special Attacks rebuke undead 4/day (+1, 2d6+5, 4th), smite 1/day
Typical Cleric Spells Prepared (CL 5th, 6th for evil spells)
3rd—animate dead, bestow curse (+7 melee touch, DC 17), contagion (+7 melee touch, DC 17) D
2nd—darkness, desecrate D, find traps, hold person (DC 16)
1st—cause fear (DC 15), curse water, detect good, inflict light wounds (+7 melee touch, DC 15), protection from good D
0—detect magic, detect poison, guidance, resistance, virtue
D Domain spell; Domains Destruction, Evil
Str 10, Dex 17, Con 16, Int 10, Wis 18, Cha 12
Base Atk +4; Grp +4
Feats Ability Focus (flesh wasting), Combat Casting, Weapon Finesse
Skills Concentration +9 (+13 casting defensively), Intimidate +5, Knowledge (arcana) +2, Knowledge (the planes) +2, Spellcraft +5, Swim +8
SQ spontaneous casting (inflict spells), water dependent
Combat Gear wand of spiritual weapon (10 charges); Other Gear bracers of armor +1, brooch of shielding
Flesh-Wasting Bite (Su) Fortitude DC 16 save resists.
Smite (Su) Once per day the dagonite priest may make a single melee attack with a +4 bonus on attack rolls and a +4 bonus on damage rolls. The priest must declare the smite before making the attack.
Each colony is led by one high priest, who is generally the most powerful cleric. The dagonite high priest had the following ability scores before racial modifiers and Hit Dice ability score increases: Str 10, Dex 13, Con 14, Int 8, Wis 15, Cha 12.
Dagonite High Priest CR 8
Dagonite cleric 7
Always CE Medium aberration (aquatic)
Init +8; Senses darkvision 60 ft.; Listen +4, Spot +4
Language Abyssal
AC 20, touch 15, flat-footed 16
(+2 armor, +1 deflection, +4 Dex, +3 natural)
hp 71 (9d8+27 HD)
Fort +8, Ref +6, Will +12
Spd 20 ft., swim 30 ft.
Melee bite +10 (1d6 plus flesh wasting)
Special Attacks rebuke undead 4/day (+1, 2d6+8, 7th)
Typical Cleric Spells Prepared (CL 8th, 9th for chaos or evil spells)
4th—chaos hammer D (DC 18), inflict critical wounds (+10 melee touch, DC 18), poison (+10 melee touch, DC 18), tongues
3rd—animate dead, bestow curse (+10 melee touch, DC 17), blindness/deafness (DC 17), dispel magic, magic circle against good D
2nd—darkness, desecrate D, find traps, hold person (DC 16), silence (DC 16)
1st—cause fear (DC 15), curse water, detect good, doom (DC 15), inflict light wounds (+10 melee touch, DC 15), protection from good D
0—detect magic, detect poison, guidance, read magic, resistance, virtue
D Domain spell; Domains Chaos, Evil
Str 10, Dex 18, Con 16, Int 10, Wis 18, Cha 12
Base Atk +6; Grp +6
Feats Ability Focus (flesh wasting), Combat Casting, Improved Initiative, Weapon Finesse
Skills Concentration +12 (+16 casting defensively), Intimidate +5, Knowledge (arcana) +3, Knowledge (the planes) +3, Spellcraft +6, Swim +8
SQ spontaneous casting (inflict spells), water dependent
Combat Gear wand of shatter (20 charges); Other Gear amulet of natural armor +1, bracers of armor +2, ring of protection +1
Flesh-Wasting Bite (Su) Fortitude DC 16 save resists.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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