Dagon (Jujutsu Kaisen Supplement)
Dagon[edit]
Medium undead (Cursed Spirit), lawful evil Armor Class 15 (Womb Protection)
Saving Throws Str +4, Cha +7 Undead Nature. Dagon has advantage on saving throws against disease and being poisoned. 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. Your Fears Become Real. Whenever Dagon rolls a skill check related to water-based natural disasters, he does so with advantage. Underdeveloped. Dagon is like a newborn in the world of cursed spirits, not yet as mature as others. He cannot clearly speak any language, though he can read and write them. Undeveloped Technique. Dagon's immature power has caused his technique to be undeveloped and he has therefore lost access to Death Swarm. Womb Protection. Due to being a cursed womb, Dagon's skin is harder and denser than most cursed spirits. His natural AC is 12 + his Constitution modifier. He is forced to use this AC calculation. 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. Enhanced Musculature. Dagon has advantage on Strength checks and Strength saving throws. Additionally, his carrying, dragging, lifting and pushing capacities are doubled. Cursed Energy. Dagon has 91 cursed energy he can spend. All of the cursed energy, when used, is unavailable until he takes a long rest. Cursed Armor. Dagon can spend up to 5 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. When Dagon makes an unarmed strike, he may spend up to 4 cursed energy, dealing an additional 1d8 necrotic damage per point 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 necrotic damage (already included). Endurance. Whenever Dagon makes a 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 3 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. ACTIONSMultiattack. Dagon makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning and 6 (1d12) cold damage. 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. Whirlpool (2 Cursed Energy). Dagon forces all creatures in a 30-foot cone originating from him to make a DC17 Strength saving throw as he starts spilling water on the ground. On a failure they take 7d8 cold damage and will be pushed to the end of the cone, now being forced to make a DC17 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 8d10 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. Innate Domain (5 Cursed Energy). Dagon fills all the space their in with their innate domain for 1 minute. If he doesn't take any hostile creatures into his innate domain, it will last indefinitely. BONUS ACTIONSMartial 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. Regeneration. Dagon can spend up to 9 Cursed Energy, regaining hit points equal to 5 times the amount spent. REACTIONSRegeneration. As a Reaction to taking damage, Dagon uses his Regeneration. |
In his cursed womb state where Dagon was essentially an infant curse, he was very docile, especially compared to Jogo and Hanami. He would remain on the sidelines through most of the operations and simply maintained the domain in their group's hideout. Dagon would devour people when called upon but wasn't nearly as active as his allies. He was most comfortable around his allies and appeared very shy and nervous when alone. Innate Domain: Horizon of the Captivating SkandhaThe insides of Dagon's innate domain has an island and a sea that you can interact with, and a artificial sun that works as heat and light source. Jujutsu Sorcerer. Dagon has 12 levels in the Jujutsu Sorcerer class, and has the following cursed feats: Immense Cursed Energy, Overflowing Cursed Energy Cursed Energy Manipulator, Innate Domain Improved Durability. This creature uses the Improved Durability rule. |
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