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Bag of Beasts
Dantalion
  • Large, Fiend
  • Chaotic Evil
  • CR 13
  • AC 18 (Natural Armor)
  • HP 190
STR
+4
19
DEX
+1
12
CON
+5
21
+10
INT
+4
19
+9
WIS
+1
12
CHA
+3
16
+8

Skills

  • perception
    +6
  • persuasion
    +8
  • religion
    +9

Damage Resistances

  • Cold
  • Fire
  • Lightning
  • Bludgeoning, Piercing, and Slashing from non-magical attacks

Damage Immunities

  • Poison

Condition Immunities

  • Charmed
  • Frightened
  • Poisoned
  • Sleep

Speed

  • basic - 30ft

Senses

  • blindsight - 60ft
  • darkvision - 120ft
  • tremorsense - 60ft
  • Passive Perception
    +16

Languages

  • Common
  • Abyssal

Magic Resistance. The Dantalion has advantage on saving throws against spells and other magical effects.

Transfixing Visage. The Dantalion uses its ever-changing faces to resemble the loved ones of would be attackers, freezing them in fear of harming someone they care about. Any creature that makes an attack that targets the Dantalion must first make a Charisma saving throw (DC 16). On a failed save, the creature must pick a new target or lose the attack or spell. On a successful save, the creature is immune to this ability for 24 hours.

Boon of Fraz-Urb’luu. The Dantalion has advantage on Wisdom and Charisma saving throws.

Actions

Multiattack. The Dantalion uses Chorus of Horrors and makes three attacks: one with its slam and two with its claws or tail swipe.

Slam. Melee Weapon Attack +9 to hit, reach 10ft., one target. Hit: 30(4d12+4) bludgeoning damage.

Claws. Melee Weapon Attack +9 to hit, reach 10ft., one target. Hit: 18(4d6+4) piercing damage.

Tail Swipe. Melee Weapon Attack +9 to hit, reach 10ft., one target. Hit: 18(4d6+4) bludgeoning damage.

Chorus of Horrors. The many faces of the Dantalion join together in a disparate chorus of monologues detailing unimaginable horrors of death, torture, suffering and more , driving those that hear it within 60 ft closer to madness. Creatures within range must make a DC 16 Wisdom saving throw. On a failed save, the creatures take 11 (1d12+4) psychic damage. On a successful save the creatures take no damage and have advantage against this attack next turn.

Command. The Dantalion searches through a victim’s memories for a long lost guardian or beloved authority figure and replicates their likeness within their writhing mural of faces, demanding or begging the target to follow an order. As a bonus action the Dantalion casts the Command spell with a DC 15 Wisdom saving throw.

Desperate Wail. The demon sees its death looming closer, its faces let out piercing shrieks of pain and distressed cries for mercy in the voices of people the attacks know. When the Dantalion is below 61 hit points it may use this ability. As a bonus action, creatures within range must make a DC 16 Constitution saving throw. On a failed save, the creatures take 22 (4d6+4) thunder damage. On a successful save the creatures take half damage.

Dantalion Lairs

The lair of the Dantalion is usually set up just outside of a small population center. A dense grove of trees, a cave nestled between small ridgelines, or an abandoned stone structure on the edge of a prairie are all viable bases of operation. Someplace unassuming for the demon to collect its followers. Within the space the effects of such a powerful demon’s continued presence begins to alter the fabric of the material plane with demonic energies; walls turn black, man-made fixtures warp and bend, and foliage takes on harsher more aggressive attributes.

Because the appearance of the Dantalion is predicated by the existence of some small portal to the infernal realms there are usually other lesser demons to be found in the area as well, though they are entirely under the charge of the Dantalion and may be on strict orders to stay hidden while their superior amasses its host of cultists. When needed, however, they are at the Dantalion’s beck and call.

Lair Actions

On initiative count 20 (losing initiative ties), the Dantalion takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

- A foul red haze envelopes the followers surrounding the Dantalion sending them into a frenzy. 1d4 random followers have advantage on attacks but attacks on them also have advantage until initiative count 20 on the next round.

- The demon calls for additional followers to help fight off any attackers from the table below.

d20
Followers Summoned
1
Shadow Demon
2-6
2 Quasits
7-20
3 Cultists

The Dantalion has a large rotund centipede-like body with many small legs pushing a reared-up bloated mass of ever-changing flesh at the front of the creature. The boulder sized “head” is draped in a loose grey skin that undulates and stretches as if other disjointed figures move beneath the surface. At any given time, at least thirty different faces come into definition only to blend back into the fleshy mass. When addressing other creatures the faces seem to slowly move and align to get a good look at whatever it is talking to; speaking in unison, though an occasional face will go rogue and let out a blood curdling cry of pain before being absorbed back into the being.

Behavior

The Dantalion is a rare demonic form favored and granted almost exclusively by the deceitful demon lord Fraz-Urb’luu. The Dantalion is sent into the material plane as a vanguard on missions of infiltration, laying the groundwork for more elaborate invasions. By luring townsfolk and travellers to its hiding place on the outskirts of a community center with sounds imitating lost children or distressed neighbors and placing mind control enchantments on them, the demon builds a small following of cultists who, by all accounts, act like normal citizens. Slowly the Dantalion builds its small host, some enthralled but many willing. When this cult reaches critical mass in the surrounding area (sometimes taking years) they turn on non-believers eventually driving out or killing all those opposed to their demon worship. This then leaves a powerful demon lord like Fraz-Urb’luu an uncontested portal to the material plane and a fresh batch of cultists ready to do his bidding.

All of this cunning and plotting is something the Dantalion absolutely relishes in; a chance to truly use its demonic form to its full potential. Fighting, however, is something the demon would avoid all together if possible. It installs numerous cultists all over its base of operation, and makes sure it has plenty of means of escape when it is concerned a lair may be compromised. When it is forced to engage with an enemy it begins fights as an arrogant and talkative opponent, disorienting attackers with its command and chorus abilities. As the fight turns sour it takes on a much more desperate and vicious personality throwing cultists and followers as shields in hopes that it may escape.

Knowledge Checks

Religion DC 14 - The Dantalion is an evil being with foul demonic energy radiating from it.

Nature DC 10 - The creature is a planar outsider but you are unsure of its origins.

Treasure

While the Dantalion has little interest in hoarding material wealth for personal gain, it is fully aware of the power wealth has over mortals and how integral it is in making an organization like a cult function effectively and secretly; acquiring land, goods, or weapons raises less eyebrows when it’s purchased rather than taken by force. The cult’s coffers are entirely dependent on what stage of infiltration the Dantalion is operating in.

Organization

As with the wealth of the cult, the number of the Dantalion’s followers is dependent on how long and effectively the demon has been operating. This can even influence the number of personal guards that may be around the Dantalion at any given time.