Dagoth Ur, The Sharmat
Medium humanoid (god-like), lawful evil
Armor Class 21 (Natural Armor, Shielded by the Heart of Lorkhan)
Hit Points 287 (23d8+184)
Speed 30 ft.
STR 22 (+6) | DEX 16 (+3) | CON 27 (+8) | INT 24 (+7) | WIS 19 (+4) | CHA 25 (+7)
Saving Throws Dex +10, Con +15, Wis +11
Skills Arcana +14, History +14, Religion +14, Perception +11, Intimidation +14, Insight +11, Deception +14, Persuasion +14
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhausted, Poisoned
Senses Darkvision 120 ft., truesight 60 ft., passive Perception 21
Languages Common, Dunmeris, Akaviri, Daedric, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits
Legendary Resistance (3/Day). If Dagoth Ur fails a saving throw, he can choose to succeed instead.
Magic Resistance. Dagoth Ur has advantage on saving throws against spells and other magical effects.
Heart of Lorkhan Connection. While in the vicinity of the Heart of Lorkhan, Dagoth Ur regenerates 20 hit points at the start of his turn. He cannot be banished, petrified, or turned. Radiant damage suppresses this trait on his next turn.
Corrupted Touch. Creatures that touch Dagoth Ur or hit him with a melee attack take 9 (2d8) necrotic damage.
Heartwight’s Protection. Dagoth Ur has resistance to all damage from spells.
Heartbound: Dagoth Ur’s life force is intrinsically linked to the Heart of Lorkhan. If the Heart is destroyed or rendered inert, Dagoth Ur is instantly slain, no matter his current hit points or condition. Knowledge of this connection may not be immediately known to players and might require extensive research or lore discovery in-game.
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Innate Spellcasting. Dagoth Ur is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Dagoth can innately cast the following spells, requiring no material components. Dagoth Ur has the following spells prepared:
Cantrips:
Flare
School: Evocation
Level: Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S (a flick of the finger)
Duration: Instantaneous
Description: Drawing from the primal energies of fire, the caster releases a searing flare towards their target. The flare, reminiscent of the bright stars in the night sky, travels at incredible speed, illuminating its path and scorching whatever it hits.
Effect: The caster makes a ranged spell attack against a creature they can see within range. On a hit, the target takes 1d10 fire damage. This spell’s damage increases by 1d10 when the caster reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Bound Dagger
School: Conjuration
Level: Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S (a quick hand motion, as if grabbing a handle from thin air)
Duration: 1 minute
Description: With a swift incantation, the caster summons forth a shimmering, ethereal dagger into their hand. The blade, although intangible to the onlooker, is as sharp and deadly as any physical weapon. It hums with a barely contained arcane energy, waiting for the caster’s command to strike.
Effect: Upon casting, a magical dagger materializes in the caster’s hand. For the duration, the caster is proficient with this weapon, and it counts as magical for overcoming resistances. When making an attack with the Bound Dagger, instead of using Strength or Dexterity for the attack roll, the caster uses their spellcasting ability modifier.
The dagger deals 1d4 + the caster’s spellcasting ability modifier in force damage on a hit. If the dagger leaves the caster’s hand or if they cast this cantrip again before the duration ends, the previous dagger vanishes instantly.
Level 1 Spells (4 slots):
Shield
School: Abjuration
Level: 1
Casting Time: 1 reaction (when you are hit by an attack or targeted by the Magic Missile spell)
Range: Self
Components: V, S (a quick gesture as if deflecting an attack)
Duration: 1 round
Description: At the last moment, as a foe’s attack nears, the caster rapidly erects a translucent, shimmering barrier that stands between them and the impending harm. The barrier moves with the caster, providing a brief but potent protection against attacks.
Effect: Upon casting, an invisible barrier of magical force appears and protects the caster. Until the start of the caster’s next turn, their AC increases by +5, including against the triggering attack. This spell also causes the Magic Missile spell to fail if it was targeting the caster.
Summon Ancestral Ghost
School: Conjuration (summoning)
Level: 1
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small relic or token from an ancestor or a drop of the caster’s blood)
Duration: 1 hour (concentration)
Description: Uttering ancient words and using a relic or a drop of their own blood, the caster calls forth the spirit of an ancestor or a revered soul. The summoned ghost emerges from the ether, a spectral form that holds the wisdom and experiences of past times. Although primarily a guardian spirit, it can also be a formidable force in combat.
Effect: The caster summons an ancestral ghost to a location they can see within range. This ghost uses the statistics of a Specter but appears as a benevolent spirit, often resembling someone familiar or ancestral to the caster. The ghost is friendly to the caster and their allies. It obeys any verbal commands given by the caster (no action required by the caster). If the caster doesn’t issue any commands, the ghost will defend itself from hostile creatures but otherwise take no actions.
The ancestral ghost can’t harm the caster and will dissipate if it drops to 0 hit points, if the caster loses concentration, or when the spell’s duration ends.
Level 2 Spells (3 slots):
Chameleon
School: Illusion
Level: 2
Casting Time: 1 action
Range: Self
Components: V, S, M (a chameleon scale or a shard of a translucent gem)
Duration: 1 hour
Description: By invoking the elusive nature of the chameleon, the caster blends seamlessly with their environment. This doesn’t make the caster entirely invisible but blurs their form, creating a ghostly image that’s hard to focus on, giving them the upper hand in stealthy endeavors.
Effect: Upon casting, the caster becomes translucent and shimmering, reminiscent of a ghost or a mirage. For the duration, any ability check the caster makes to hide or sneak is made with advantage.
However, unlike true invisibility, a keen observer may still detect the caster’s presence. Creatures have disadvantage on perception checks to see the caster, but they are not considered invisible. Attacks against the caster do not have advantage, but the caster gains advantage on attack rolls as enemies struggle to predict their exact position.
Almsivi Intervention
School: Conjuration (teleportation)
Level: 2
Casting Time: 1 action
Range: Self
Components: V, S, M (a small religious relic or symbol of worship)
Duration: Instantaneous
Description: Drawing upon the divine power of the Almsivi, or invoking the might of their deity, the caster sends out a plea for protection and guidance. In a burst of divine energy, they are pulled from their current locale and placed within the sanctuary of their faith’s nearest temple.
Effect: Upon completion of the spell, the caster is instantly transported to the nearest temple, shrine, or holy site known to them. If there is a specific temple the caster worships at or is affiliated with, they are taken there unless there’s another temple of the same deity closer.
The spell is unerring in its accuracy, placing the caster in a safe spot within the temple, such as its main hall or courtyard. However, it doesn’t account for the temple’s current state or occupants. Thus, if the temple has since been overrun by enemies or is currently the site of a conflict, the caster might appear amidst that scenario.
Level 3 Spells (3 slots):
Drain Health
School: Necromancy
Level: 3
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Description: With a dark incantation, the caster seeks to siphon the very life force of their target, rejuvenating their own vitality in the process. The spell manifests as a dark, shadowy tendril that extends from the caster’s hand, seeking to draw out the essence of the living.
Effect: The caster makes a melee spell attack against a creature within range. On a hit, the target suffers 3d6 necrotic damage as its life force is drained. The caster then absorbs this energy, regaining hit points equal to half the amount of necrotic damage dealt. This spell has no effect on undead or constructs.
If the caster is at full hit points, they do not gain temporary hit points. However, if they are under any temporary effect that reduces their hit point maximum, this spell helps restore it.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd.
Paralyze
School: Enchantment
Level: 3
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small iron chain)
Duration: Concentration, up to 1 minute
Description: Calling upon powerful binding magics, the caster seeks to immobilize their foe in place, rendering them helpless. A shimmering arcane energy envelops the target, attempting to freeze them in their tracks.
Effect: Choose a creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. If the creature is humanoid, this spell functions similarly to the Hold Person spell. If the target is not humanoid, the spell takes on properties similar to the Hold Monster spell, but it remains a 3rd-level spell for the purposes of spell slots and effects that interact with spell level.
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
While paralyzed by this spell, the target is aware and breathes normally but cannot move or speak.
Level 4 Spells (3 slots):
Levitate
School: Transmutation
Level: 4
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small feather or piece of lightweight down)
Duration: Concentration, up to 10 minutes
Description: By manipulating the elemental forces of air and energy around a creature or object, the caster grants the ability to defy gravity. A soft, ethereal glow surrounds the target, rendering it weightless.
Effect: Choose a creature or object within range that weighs up to 500 pounds. The target rises vertically into the air, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The caster can change the target’s altitude by up to 20 feet in either direction on their turn as a bonus action. If the caster is the target, they can move up or down as part of their move. Otherwise, they can use their action to move the target which can be suspended in the air.
The spell ends if the target is ever outside the spell’s range or if the caster ends their concentration. When the spell ends, the target floats gently to the ground if still aloft.
Command Creature
School: Enchantment
Level: 4
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Description: Seizing the mind of a creature, the caster bends it to their will, exerting dominance over its thoughts and actions. The target’s eyes glimmer with a faint arcane light, signaling the caster’s control.
Effect: Choose a beast that you can see within range. It must make a Wisdom saving throw, or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. Once charmed, the creature regards you as a trusted leader.
On your turn, you can use your action to verbally command the charmed creature to take an action, or move in a certain way. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that item.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do.
If the creature suffers any harm or is commanded to do something directly harmful or suicidal, it gets another Wisdom saving throw to break free from the control.
Level 5 Spells (3 slots):
Reflect
School: Abjuration
Level: 5
Casting Time: 1 reaction (when targeted by a spell)
Range: 60 feetComponents: V, S
Duration: Instantaneous
Description: Drawing on arcane energies, you shield yourself from incoming magic, catching the spell and redirecting it back towards its source. The caster’s hands or arcane focus briefly glimmers with a mirrored shine as the spell is intercepted and deflected.
Effect: When you see a creature within 60 feet of you casting a spell, you can use your reaction to attempt to intercept and reflect the spell. Make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. If the spell had you as its target, the spell is instead reflected back to its caster as if they were the original target.
If the creature is casting a spell of 5th level or lower, you successfully reflect it without needing to make an ability check.
Summon Golden Saint
School: Conjuration
Level: 5
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a small golden token worth at least 100 gold pieces)
Duration: 1 hour
Description: Invoking ancient Daedric pacts, you call forth a Golden Saint from the realms of Oblivion. The ground shakes gently and a shimmering portal momentarily appears, from which strides forth a proud and powerful Daedric warrior, ready to do your bidding.
Effect: You summon a Golden Saint, a CR 5 Daedric creature, which appears in an unoccupied space that you can see within range. The Golden Saint is bound to serve you for the spell’s duration. It understands your spoken commands, can act on its own, but always follows your orders to the best of its ability.
If you don’t issue any commands to the Golden Saint, it defends itself from hostile creatures but otherwise takes no actions. The summoned creature disappears when it drops to 0 hit points or when the spell ends.
Golden Saint
Medium fiend (Daedra), lawful neutral
Armor Class 18 (Daedric Armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.
STR 18 (+4)
DEX 14 (+2)
CON 18 (+4)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)
Saving Throws Str +7, Con +7
Skills Perception +5, Intimidation +6
Damage Resistances fire, cold
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Daedric, Common
Challenge 5 (1,800 XP)
Magic Resistance. The Golden Saint has advantage on saving throws against spells and other magical effects.
Spellcasting. The Golden Saint is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
• At will: Shield, Fire Bolt, Ray of Frost, Shocking Grasp
• 3/day: Command Creature, Absorb Health (as Vampiric Touch), Misty Step
• 1/day: Summon Daedra (summons another Golden Saint or lesser Daedra), Fire Shield, Frost Shield
Actions
Multiattack. The Golden Saint makes two melee attacks.
Daedric Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Daedric Bow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the Golden Saint can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the Golden Saint.
Level 6 Spells (2 slots):
Absorb Health
School: Necromancy
Level: 6
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Description: You reach out with a spectral hand, drawing the very essence of life from your target and channeling it into yourself. The target’s life force visibly weakens, a shadowy trail moving from them to you.
Effect: Choose a creature within range. That creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes 4d8 necrotic damage, and you gain temporary hit points equal to the damage dealt. On a successful save, the creature takes half as much damage, and you gain half the amount of temporary hit points.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the necrotic damage increases by 1d8 for each slot level above 6th.
Command Humanoid
School: Enchantment
Level: 6
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Description: With an imposing word and force of will, you attempt to override the mind of a humanoid, bending it to your command. The target’s eyes momentarily glaze over, their will struggling against your arcane compulsion.
Effect: This spell functions like the “Dominate Person” spell found in the Player’s Handbook for D&D 5e. You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious, which it does its best to obey.
Level 7 Spells (2 slots):
Blind
School: Enchantment
Level: 7
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Description: With a forceful utterance of power, the caster targets a creature’s vision, attempting to shroud it in darkness. The air around the targeted creature becomes momentarily distorted, and a heavy feeling of impending blindness takes over.
Effect: You speak a word of power that can overwhelm the senses of one creature you can see within range, causing it to be blinded. If the target has 150 hit points or fewer, it is blinded for the duration. If it has more than 150 hit points, the spell has no effect.
The blinded target can make a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Summon Dremora
School: Conjuration
Level: 7
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a Daedric sigil worth at least 500 gold pieces)
Duration: 1 hour
Description: Chanting in the ancient Daedric tongue, you form a pact and summon forth a Dremora from the planes of Oblivion. A fiery portal emerges, and from it steps a powerful, horned Daedric warrior, its red eyes blazing with malevolence and obedience.
Effect: You summon a Dremora, a CR 7 or 8 Daedric creature, which appears in an unoccupied space that you can see within range. The Dremora is bound to serve you for the spell’s duration. It understands your spoken commands, can act on its own, but always follows your orders to the best of its ability.
If you don’t issue any commands to the Dremora, it defends itself from hostile creatures but otherwise takes no actions. The summoned creature disappears when it drops to 0 hit points or when the spell ends.
Dremora
Medium fiend (daedra), neutral evil
Armor Class 18 (plate armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.
STR 18 (+4)
DEX 14 (+2)
CON 18 (+4)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)
Saving Throws Str +7, Con +7
Skills Athletics +7, Intimidation +6
Damage Resistances fire; bludgeoning, piercing, and slashing from non-magical weapons
Senses darkvision 60 ft., passive Perception 12
Languages Daedric, Common
Challenge 7 (2,900 XP)
Magic Resistance. The Dremora has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Dremora’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
• At will: fire bolt
• 3/day each: fireball, wall of fire
• 1/day: flame strike
Actions
Multiattack. The Dremora makes two melee attacks.
Daedric Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage plus 4 (1d8) fire damage.
Daedric War Cry (Recharge 5-6). The Dremora lets out a powerful war cry. All creatures within 20 feet of the Dremora that can hear it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Level 8 Spells (1 slot):
Disintegrate
School: Transmutation
Level: 8
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Description: You point a finger, and a green ray of crackling energy springs forth, directed at a creature or object within range. The energy attempts to break the molecular bonds of the target, turning it to dust.
Effect: A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Only a wish or true resurrection spell can restore a disintegrated creature to life. If the target is a Large or smaller non-magical object or a creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. The spell has no effect on magical items.
Telekinesis
School: Transmutation
Level: 8
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Description: You gain the ability to move or manipulate creatures or objects by thought. With a mere thought, you can lift, pull, push, or manipulate a creature or object.
Effect: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
Alternatively, you can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, the creature must succeed on a Strength check against your spell save DC or the object is pulled away and into your possession.
You can exert fine control on objects with your telekinetic grip, such as manipulating a tool, opening a door or container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Level 9 Spells (1 slot):
Fortify Attribute
School: Transmutation
Level: 9
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
Description: With a touch, you channel the essence of powerful creatures of the land, imbuing your target with enhanced physical and mental prowess. The chosen attribute surges with newfound strength, represented by the very creatures whose essence you’ve harnessed. The target’s very aura might subtly shift to mirror the attribute chosen, such as a faint growl emanating from someone with Bull’s Might, or a soft and wise gaze for Owl’s Wisdom.
Effect: Upon casting this spell, choose one of the following effects:
• Bull’s Might: The target’s muscles swell and its posture becomes more dominant. Its Strength score increases by +6, up to a maximum of 30. Additionally, the target has advantage on Strength checks and saving throws.
• Cat’s Grace: The target moves with a grace and agility reminiscent of a feline. Its Dexterity score increases by +6, up to a maximum of 30. The target also has advantage on Dexterity checks and saving throws, and it doesn’t take damage from falling 20 feet or less.
• Eagle’s Splendor: The target exudes a magnetic charisma. Its Charisma score increases by +6, up to a maximum of 30. The target also has advantage on Charisma checks and saving throws.
• Fox’s Cunning: The target’s mind becomes sharp, allowing it to think several steps ahead. Its Intelligence score increases by +6, up to a maximum of 30. The target also has advantage on Intelligence checks and saving throws.
• Owl’s Wisdom: The target gains profound insight and a heightened sense of intuition. Its Wisdom score increases by +6, up to a maximum of 30. The target also has advantage on Wisdom checks and saving throws.
• Bear’s Endurance: The target becomes robust, gaining a hardy constitution. Its Constitution score increases by +6, up to a maximum of 30. Additionally, the target gains 2d12 temporary hit points, which are lost when the spell ends.
If the target drops to 0 hit points, or if a dispel magic or similar effect is cast upon it, the enhancement granted by this spell ends prematurely. The bolstering effects of this spell do not stack with other enhancements that raise attribute scores, including other castings of Fortify Attribute or the benefits provided by magical items.
Summon Daedric Prince
School: Conjuration
Level: 9
Casting Time: 10 minutes
Range: 60 feet
Components: V, S, M (an artifact or item of great significance to the Daedric Prince being summoned, which is consumed by the spell)
Duration: Concentration, up to 10 minutes
Description: The very fabric of reality trembles as you utter forbidden incantations, opening a portal to the dangerous and unpredictable realm of Oblivion. Through this portal, you beckon forth one of the mighty Daedric Princes, immensely powerful entities that rule over their own planes of existence in Oblivion.
The ground rumbles, the air thickens, and the ambient light might darken or change hue as the Daedric Prince manifests. The appearance and temperament of the Daedric Prince will vary depending on which Prince is summoned, and they may not always be amenable to the summoner’s wishes.
Effect: Upon casting this spell, you summon a Daedric Prince of your choosing to the mortal realm. Due to their immense power, they cannot be completely controlled; however, the spell binds them to not directly harm the caster for the duration.
The summoned Daedric Prince will act according to its nature and disposition, which means while they might assist or engage in conversation, they might also have their own agenda or demands. If attacked or if they feel their existence in the mortal realm is threatened, they will defend themselves and possibly retaliate.
You can use your action to request (not command) the Daedric Prince to perform a specific action or task, but the final decision rests with the entity. If you lose concentration or the spell’s duration ends, the Daedric Prince is immediately banished back to its realm in Oblivion. However, if they desire, they might choose to stay for a short while longer, especially if they have unfinished business or a particular interest in current events.
Note: Summoning a Daedric Prince is not to be taken lightly. The consequences can be vast, and the political, social, or environmental impact could be significant. Additionally, each Daedric Prince has a unique personality, and their cooperation is not guaranteed. They might require offerings, favors, or services in return for their assistance.
Daedric Prince Stats: Creating a stat block for a Daedric Prince is a considerable task. Their abilities should be vast and varied, reflecting their dominion and power within Oblivion. A CR of 10 or higher would be a starting point, but given their god-like status, they might even surpass typical CR ratings.
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Actions
Multiattack. Dagoth Ur makes two melee attacks.
• Ash Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage plus 11 (2d10) necrotic damage.
• Dreams of Madness (Recharge 5-6). Range Spell Attack: DC 19 Wisdom saving throw, range 120 ft., one target. The target becomes paralyzed and takes 22 (4d10) psychic damage at the start of each of its turns for 1 minute.
• Blinding Ash Storm (Recharge 5-6). Dagoth Ur centers the ash storm on a point he chooses within 120 feet of him. The storm expands to fill a 40-foot radius sphere and remains for the duration of its effect. Creatures within this area when the storm is summoned must make a DC 20 Constitution saving throw. On a failed save, a creature takes 27 (6d8) necrotic damage and is blinded for 1 minute as the ash sticks to their eyes and skin. On a successful save, a creature takes half damage and isn’t blinded.
In addition, the area covered by the storm becomes heavily obscured, and vision within it is limited to 5 feet. The storm lasts until the end of Dagoth Ur’s next turn, at which point the ash settles, but the blindness effect persists for those affected.
Corprus Infection: Creatures reduced to 0 hit points by the Blinding Ash Storm do not die immediately. Instead, they fall unconscious and begin to show early signs of the Corprus disease, their skin mottling and lesions forming. If not treated within 24 hours, the creature will succumb to the disease and transform into a Corprus monster, losing all memories of its former self. The Lesser Restoration spell can cure the early stages of the disease if cast within the 24-hour window. After that, Greater Restoration can be used to cure the infection, even if the initial window has passed. Otherwise, more powerful magic, rituals, or quests might be required to find a cure, at the Dungeon Master’s discretion.
Bonus Actions
• Command Sixth House. Dagoth Ur issues a command to Sixth House creatures (like Ash Zombies, Ash Ghouls, Ascended Sleepers) within 120 feet, prompting them to use their reactions to move and attack.
Legendary Actions
Dagoth Ur has 3 legendary actions, choosing from:
• Move. Dagoth Ur moves up to his speed without provoking opportunity attacks.
• Teleport. Dagoth Ur teleports up to 120 feet to an unoccupied space he can see.
• Ash Fist Attack. Dagoth Ur makes one Ash Fist attack.
• Dreams of Despair (Costs 2 Actions). Dagoth Ur uses his Dreams of Madness.
• Mystic Shield (Costs 2 Actions). Dagoth Ur bolsters his defenses, gaining a +2 bonus to AC until his next turn.
• Quickened Spell (Costs 3 Actions). Dagoth Ur casts a spell (preferably a cantrip or 1st-level spell).
Reactions
• Reflect (3/Day). When targeted by a spell, Dagoth Ur might reflect it back at the caster. On a 10-20 roll, the spell is reflected. If the reflected spell requires a saving throw, the original caster makes the save against their own DC.
• Heart Shield (3/Day): As imminent harm befalls Dagoth Ur, the Heart of Lorkhan responds, sustaining its champion. When damage would reduce Dagoth Ur to 0 hit points, he may tap into the Heart’s power, dropping to only 1 hit point.
The first use of this ability each day has no adverse effects on Dagoth Ur.
Upon the second use within the same day, the bond with the Heart shows signs of wear. For the next hour, Dagoth Ur loses the benefits provided by the “Heart of Lorkhan Connection” and “Heartwright Protection” traits. During this time, he also cannot utilize any Heart-related lair actions.
If he calls upon the Heart Shield a third time within the same day, the strain becomes even more evident. He continues to lose the aforementioned benefits for an additional hour and suffers a disadvantage on all his attack rolls, ability checks, and saving throws until the end of his next turn, reflecting the toll taken on him by drawing so frequently from the Heart’s power.
After a long rest, or if certain rituals or conditions are met (as determined by the Dungeon Master), the bond between Dagoth Ur and the Heart of Lorkhan is fully restored.
Lair Actions
On initiative count 20 (losing initiative ties), Dagoth Ur takes a lair action to cause one of these effects:
• Dagoth Ur targets one creature within 60 feet. That creature might become diseased, taking 11 (2d10) necrotic damage at the start of each turn. The creature can end this effect with a successful DC 19 Constitution save.
• The floor in Dagoth Ur’s lair becomes molten lava in a 10-foot square area. Creatures in that area might take 22 (4d10) fire damage unless they succeed on a DC 19 Dexterity save. The lava cools and hardens at the end of Dagoth Ur’s next turn.
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Background: Dagoth Ur, once known as Voryn Dagoth, was the immortal enemy of the Tribunal and the nominal head of the Sixth House. He aimed to drive the outlanders from Morrowind using his powerful sorcery and legions of Corprus beasts. Now, his power has reached beyond Tamriel, threatening the very fabric of the multiverse.