Dagon: Evolved State (Jujutsu Kaisen Supplement)

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Dagon[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 24 (Unarmored Defense)
Hit Points 1140 (40d10+920)
Speed 70 ft


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 26 (+8) 12 (+1) 16 (+3) 24 (+7)

Saving Throws Str +13, Con +14, Cha +13
Skills Athletics +13, Nature +7, Perception +9, Stealth +11, Survival +9
Damage Vulnerabilities radiant
Damage Resistances Cold, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses passive Perception 19
Languages Common
Challenge 20 (25,000 XP)


Undead Nature. Dagon has advantage on saving throws against disease and being poisoned.

Elemental Body. At the start of his turn, Dagon may choose to deal 13 Cold damage to a creature he's grappling for no action required.

Superior Musculature. Dagon has advantage on all Strength-based ability checks and saving throws, and his carrying, dragging, lifting and pushing capacities are tripled. Additionally his jump distance is doubled, and you have advantage on Strength (Athletics) checks made to jump or climb.

Invisible Force. Dagon is entirely made out of cursed energy, meaning they cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Dagon. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see Dagon.

Hard to Kill (1/long rest). If Dagon is reduced to 0 hit points, he can choose to drop to 1 hit point instead and are considered stable. This feature does not work if the damage that reduced Dagon to 0 hit points was Radiant.

Famous Name (7/long rest). Dagon is based on water-based natural disasters, so people's fear for him is far greater than to other normal curses. Whenever Dagon rolls initiative, he may force every hostile creature that can see him to make a DC21 Wisdom saving throw. On a failure, they are frightened for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours.

Your Fears Become Real. Whenever Dagon rolls a skill check related to water-based natural disasters, he does so with advantage.

Sadism. Dagon has immense sadism when beating his victims. Whenever he deal damage to someone who is frightened of him, half of the total damage will be converted in temporary hit points to himself. These temporary hit points cannot go above 26.

Stomach Canvas. When Dagon uses their Domain Expansion action they can choose to do it as a bonus action instead of an action, and when they do so the opening cannot be reacted to. (Though any damage it would do upon opening or other such can still be reacted to) Doing this does not require Dagon’s hands.

Levitate. Dagon can, as a free action, gain a flying (hover) speed equal to his movement speed until the end of his next turn.

Cursed Energy. Dagon has 119 cursed energy he can spend. All of the cursed energy, when used, is unavailable until he takes a long rest.

Cursed Armor (1-7 Cursed Energy). Dagon can spend up to 7 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Dagon can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

Cursed Strike (1-6 Cursed Energy). When Dagon makes an unarmed strike, he may deal an additional 1d8 necrotic damage per cursed energy spent. This may also be used when Dagon hits a Nat 20.

Curse-Empowered Strikes. Dagon's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra cold damage (already included).

Brawn/Endurance. Whenever Dagon makes a Strength or Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Improved Cursed Energy Recovery. While in combat, Dagon regains 4 cursed energy at the beginning of his turn, up to his maximum. The combat must be one where his life is at risk.

Flowing Cursed Energy. Dagon does not get affected by difficult terrain created by non-magical water. If Dagon is underwater, he may spend 1 cursed energy as a free action to reset the time required for him to drown.

Jet Blows (1-6 Cursed Energy). Whenever Dagon makes an unarmed strike, he may spend up to 6 cursed energy, adding 1d8 cold damage per cursed energy spent.

Colossal Physique. Dagon counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift. Dagon can add his proficiency to all Strength checks he makes. Any attack roll Dagon makes which uses Strength deals twice as much damage to objects and structures. Once per turn as part of a successful melee attack, Strength can force the creature hit to make a DC 21 Strength saving throw . On a failure, they are knocked back 80ft in a direction of his choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of Dagon's damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.

Colossal Physique (7/long rest). Whenever Dagon makes a Strength check or saving throw, Dagon can give himself advantage on the roll.

Strong Body. Dagon will reduce all damage it takes but psychic or thunder by 8. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor.

Human Wall. Dagon has advantage in Constitution saving throws.

Cursed Enhanced Body. As long as Dagon has 1 or more Cursed Energy, he adds 3 to his attack and damage rolls when attacking with his Unarmed Strikes or Vicious Bite (already applied).

ACTIONS

Multiattack. Dagon can make any combination of three Unarmed Strikes or Vicious Bites.

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) bludgeoning and 6 (1d12) cold damage.

Vicious Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) piercing and 6 (1d12) cold damage and target must make a Strength saving throw or be grappled by him. Dagon cannot bite any other creatures if he has someone grappled with it. Any creatures grappled using his bite have disadvantage on breaking grapples with you.

Wings. Dagon can use his wings to fly, gaining flying speed equal to his walking speed.

Cursed Nature. Dagon may devour a corpse within his reach to regain cursed energy up to his maximum equal to the corpse’s Jujutsu Sorcerer level (minimum 1) unless that creature was Heavenly Restriction.

Exorcise. Dagon automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower.

Death Swarm (1+ Cursed Energy). Dagon can summon up to 7 sea Shikigami within 10ft. The summoned Death Swarm Shikigami last until they die or until a long rest outside of his domain. Outside of his domain, he may only have 13 shikigami summoned at once.

Shikigami Cost
Tiny Sea Shikigami 1 Cursed Energy per Shikigami
Small Sea Shikigami 2 Cursed Energy per Shikigami
Medium Sea Shikigami 4 Cursed Energy per Shikigami
Large Sea Shikigami 6 Cursed Energy per Shikigami
Huge Sea Shikigami 8 Cursed Energy per Shikigami
Gargantuan Sea Shikigami 10 Cursed Energy per Shikigami

These creatures automatically take their attack actions when they're summoned. They all act on Dagon's turn. Dagon may have an unlimited number of them while inside his Domain Expansion. Instead of summoning 7 shikigami, Dagon can summon a swarm of shikigami, with them and their Cursed Energy costs being listed below.

Shikigami Cost
Tiny Sea Shikigami Swarm 4 Cursed Energy
Small Sea Shikigami Swarm 6 Cursed Energy
Medium Sea Shikigami Swarm 12 Cursed Energy
Large Sea Shikigami Swarm 18 Cursed Energy
Huge Sea Shikigami Swarm 24 Cursed Energy
Gargantuan Sea Shikigami Swarm 30 Cursed Energy

Whirlpool (2 Cursed Energy). Dagon forces all creatures in a 30-foot cone originating from him to make a DC21 Strength saving throw as he starts spilling water on the ground. On a failure they take 12d8 cold damage and will be pushed to the end of the cone, now being forced to make a DC21 Constitution saving throw. On a success, they take half as much damage and are not pushed to the end of the cone.

If they fail the Constitution saving throw, they will take 15d10 cold damage and will be pulled back within Dagon's reach. On a success, they take half as much damage and are not pulled towards him.

Wave Push (4 Cursed Energy). Dagon may raise a 30ft wide, 30 ft tall, 10 ft long wave anywhere within 5 ft of you and launch it forward, the wave will keep moving until it hits a wall or travels 120ft, traveling 20 ft per round on initiative 20, creatures within 15 ft of the wave must make a DC21 Strength saving throw, taking 14d8 bludgeoning damage and being caught by the wave on a failure and taking half damage and not being caught on a success, creatures that fail may repeat the save at the beginning of their turns, taking the damage again and continuing to get carried on a failure, taking no damage and escaping on a success, a creature that hits a wall with the wave will take 1d12 bludgeoning damage per 10ft travelled. Creatures with a swimming speed make this save with advantage.

Wetlands (4 Cursed Energy). Dagon may release a large amount of water to the ground, transforming the terrain within 60 ft into difficult terrain. Creatures that take the dash action in this terrain must make a Dexterity saving throw or fall prone.

Piercing Water (4 Cursed Energy). Ranged Cursed Energy Attack: +13 to hit, range 30 ft., one target. Hit: 60 (11d10) piercing and 38 (11d6) cold damage and target must make a Constitution saving throw or fall prone.

Flooding (6 Cursed Energy). Dagon creates enough water to fill a closed 100ft. area with water 10ft. tall, if the area is smaller, the height of the water increases accordingly, and force all creatures to make a DC21 Strength saving throw. On a failure, they take 15d10 cold damage + 15d6 bludgeoning damage and are knocked prone, being rapidly carried by the water to the walls of the room. On a success, they take half as much damage, are not knocked prone and move only halfway. The water created will last for 7 minutes, and it will count as difficult terrain for creatures without swimming speed.

In addition, any creatures that hit an object or structure take 1d4 of bludgeoning damage per 10 feet traveled. This attack deals twice as much damage to objects and structures.

Geysers (8 Cursed Energy). Dagon can create up to 7 geysers within sight range. Creatures within 5ft. of those points must make a DC21 Dexterity saving throw. On a failure, they take 24d12 cold damage and are thrown up to 30ft. in the air. On a success, they take half as much damage and are not thrown up in the air. Creatures in the area of effect of more than one geyser will make only one save and take the damage of only one geyser, but the DC of the damage will increase by 1 for each geyser hitting the creature.

Water Defensive Ring (4 Cursed Energy). Dagon can create a ring of water around him, granting him 140 temporary hit points. While the ring is active, he gains immunity to cold damage and resistance to fire, bludgeoning, slashing, and piercing damage. While under the effects of the water defensive ring, he can remove 5 hit points from the shield to substitute 1 cursed energy needed from his cursed techniques by using the water from the ring. This does not work with Death Swarm.

You can only use this cursed technique again after the current ring is over.

Final Whirlpool (25 Cursed Energy). Dagon starts to spin in place while gathering a massive amount of water, creating a gargantuan whirlpool of water. The whirlpool is 300 ft tall and has a radius of 200 ft. Every creature in the range except himself must make a DC21 Strength saving throw or take 15d10 cold damage + 15d10 bludgeoning damage and have their movement reduced to 0, taking half the damage on a success. The creature is then caught in the whirlpool, starting to spin and get thrashed around it, a creature caught in the whirlpool takes 20d10 cold damage at the start of their turns and may then do a Strength saving throw to attempt to move within the twister, moving to a more safe position, reducing the next damage by 2 dice, this reduction is cumulative. This technique lasts 7 rounds and the damage caused per turn is reduced by 3 every round. On his turn, Dagon may only move, moving the whirlpool with him. Dagon is immune to all the effects of this technique.

Domain Expansion: Horizon of the Captivating Skandha (30 Cursed Energy). Dagon use his Domain Expansion

BONUS ACTIONS

Martial Arts. When Dagon uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Dagon can perform two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). Dagon can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). Dagon can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn.

Maximum Output. Dagon can spend Cursed Energy equal to twice the original cost of one of his cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:

  • The technique's range is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch based techniques.
  • The technique's damage dice is increased by half of its original dice rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by 3.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

Wave Ride (4 Cursed Energy). Dagon gains the ability to surf and ride on his own water, for 7 rounds Dagon's Movement Speed is doubled, he is always 10 ft above the ground for the duration of this technique and once per turn, if he moves into a creature's space he may force them to make a DC21 Strength saving throw. On a failure, they take 2d8 bludgeoning damage, get pushed back 20ft and are knocked prone. On a success, they take half damage, are only knocked back 10ft and not knocked prone. Creatures with a swimming speed have advantage on this Saving Throw.

Water Tendril (3 Cursed Energy). Dagon may create a water tendril, making a melee cursed energy attack roll against a creature within 40ft, dealing 8d8 bludgeoning damage on a hit, the tendril lasts for one minute and he may use his bonus action to attack with it. Dagon may create up to 6 extra tendrils for the same cost per tendril, using all of them to attack with his bonus action. Additionally, whenever he makes an unarmed strike, Dagon may increase its reach by 40 ft if he has at least one tendril. Every time Dagon takes damage, one tendril is destroyed.

Advanced Regeneration. Dagon can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Jet Deflection (1-21 Cursed Energy). When a melee or ranged attack roll being made against him, Dagon may fire a jet of water at the attacker or the projectile in order to defend yourself that deals 1d12+1d12 for every cursed energy spent cold damage. The damage of the incoming ranged attack is reduced by the amount rolled, and if Dagon matches or overcomes the damage of the attack, it is nullified. The damage of the incoming melee attack is reduced by the amount rolled, and if he matches or overcomes the damage of the attack, the attacker takes the difference in damage and must make a Strength saving throw. On a failure, they are pushed back 40 ft, only being pushed back half the distance on a success.

Water Defensive Ring (6 Cursed Energy). As a Reaction to suffering damage, Dagon uses his Water Defensive Ring.

Human Wall (8/long rest). Upon hitting 0 hit points, Dagon can spend a hit die to fall to the amount rolled in hit points.

Advanced Regeneration. As a Reaction to suffering damage, Dagon uses his Advanced Regeneration.

Cursed Enhanced Body (1-7 Cursed Energy). Whenever Dagon makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of cursed energy spent as a bonus to the saving throw.

LEGENDARY ACTIONS

The 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. The Dagon regains spent legendary actions at the start of its turn.

Barrage of Strikes. Dagon uses his multiattack feature.

Regenerate (Costs 2 actions). Dagon uses Advanced Regeneration.

Domain Expansion: Horizon of the Captivating Skandha (Costs 3 actions). Dagon use his Domain Expansion.

Dagon_using_Death_Swarm_%28Anime%29.png
Dagon using his Death Swarm, https://jujutsu-kaisen.fandom.com/wiki/Dagon

In his evolved state, Dagon had a much taller, humanoid shape, similar to Hanami. His head changed to a shape reminiscent of an octopus with black dots on the top, along with blank white eyes( Green in the anime). He was mostly red, including the outer portions of his arms, thighs, hips, and chest. The inner sections of those areas of his body were tan. His midsection was black and he had wings on his lower back that allowed him to levitate.

Jujutsu Sorcerer.

Dagon has 20 levels in the Jujutsu Sorcerer class.

Cursed Techniques

When a feature refers to Dagon's cursed techniques, it refers to Jet Blows, Death Swarm, Whirlpool, Wave Push, Wetlands, Piercing Water, Flooding, Geysers, Water Defensive Ring, Final Whirlpool, Wave Ride, Water Tendril and Jet Deflection.

Domain Expansion: Horizon of the Captivating Skandha

The insides of Dagon's domain has an island and a sea that you can interact with, and an artificial sun that works as a heat and light source. While inside his Domain, Dagon gains an additional Action that may only be used for his Death Swarm technique.

Any attacks made by his Death Swarm shikigami are affected by the sure hit feature of his Domain.

Refinement Points

Dagon's domain refinement points are 400.

Domain Durability. Dagon's domain barrier has 1100 hit points.

Technique Efficiency. Dagon may choose to reduce the cost of his lapse techniques to 0 while he casts it inside his domain.

Increased Potency. While inside his domain, Dagon's cursed techniques and domain damage if any has 7 additional dice, gain a +5 bonus to their DCs and a +5 bonus to hit.

Feats

Athlete History, Colossal Physique, Strong Body, Human Wall, Resilient, Regeneration, Advanced Regeneration, Cursed Biology (Stomach Canvas), Evolution.

Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Enhanced Body.

Tough (5e Feat).

Improved Durability.

This creature uses the Improved Durability rule.

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