Dagon: Evolved State (Jujutsu Kaisen Supplement)

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Dagon[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 22 (Unarmored Defense)
Hit Points 380 (20d10+280)
Speed 90 ft


STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 24 (+7) 12 (+1) 16 (+3) 24 (+7)

Saving Throws Dex +11, Con +13, Cha +13
Skills Athletics +12, Perception +9, Stealth +11
Damage Vulnerabilities radiant
Damage Resistances cold, poison, bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 19
Languages Common;
Challenge 20 (25,000 XP)


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.

Cursed Energy. Dagon has 76 cursed energy it can spend. All of the cursed energy, when used, is unavailable until it takes a long rest.

Cursed Strike. When Dagon makes an unarmed strike, he may spend up to 6 cursed energy, dealing an additional 1d8 necrotic damage per point spent.

Cursed Energy Recovery. While in combat, Dagon regains 4 Cursed Energy per turn, up to his maximum. The combat must be one where Dagon's life is at risk.

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

Hard to Kill If Dagon is reduced to 0 hit points, he can choose to be considered stable due to him cursed body, even if the conditions would normally kill him. This feature does not work if the damage that reduced Dagon to 0 hit points was Radiant. Dagon may use this feature once per long rest.

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 Hanami. 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.

Cursed Attacks. Dagon attacks are considered magical.

ACTIONS

Multiattack. Dagon can make three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage + 6 (1d12) cold damage.

Whirlpool As an action for 2 Cursed Energy, Dagon may force all creatures in a 30 foot cone originating from you to make a Strength saving throw (Dc 21) as you start spilling water on the ground. On a failure they take 11d8 cold damage and will be pushed to the end of the cone, now being forced to make a 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 (Dc 21), they will take 15d10 cold damage and will be pulled back within your reach. On a success, they take half as much damage and are not pulled towards Dagon.

Water Manipulation Dagon may use three of the following water manipulations:

Piercing Water. Dagon makes a small water beam made to hit the internal organs of your opponents. As an action for 4 cursed energy, Dagon make a cursed energy attack roll against a creature within 30ft. of him. On a hit, they take 11d10 cold damage + 11d6 piercing damage and are forced to make a Constitution saving throw (DC 21). On a failure, they will be knocked prone and will receive the damage rolled one additional time as one of their vital organs has been hit. On a success, they won't take the additional damage and are not knocked prone.

Flooding. Dagon creates massives amounts of water bellow him to fill up an area. As an action for 6 cursed energy, Dagon fill an 100ft. area with water at least 10ft. tall and force all creatures to make a Strength saving throw (DC 21). On a failure, they take 17d10 cold damage + 17d6 bludgeoning damage and are knocked prone. On a succes, they take half as much damage and are not knocked prone. The water created will last for a 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. This attack deals twice as much damage to objects and structures.

Geysers. A bunch of water starts erupting from the ground in points you choose, creating giant bursts of water pillars. As an action for 8 cursed energy, you can create a number of geysers up 7 within sight range. Creatures within 5ft. of those points must make a Dexterity saving throw (DC 21). 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.

Water Defensive Ring As an action for 4 Cursed Energy, Dagon can create a ring of water around him, granting him 140 temporary hit points. Dagon may also use as an reaction to any incoming damage but psychic for 6 Cursed Energy. While the ring is active, Dagon gain 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 10 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.

Dagon can only use this cursed technique again after the current ring is over. He cannot use this feature and Cursed Armor at the same time.

As an free action Dagon may gain flying speed equal to his movement speed.

Final Tsunami As an action for 10 Cursed Energy, Dagon creates a tall wall of water from the ground, making it fall fowards into your targets. The water wall is 300 feets long, 300 feets high, and 50 feet thick. When the wall appears, each creature within its area must make a Strength saving throw (DC 21). On a failed save, a creature takes 10d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of Dagon's turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any creatures(except Dagon) that inside the wall or whose space the wall enters when it moves by make a Strength saving throw (DC 21). On a failure, they take 20d10 cold damage and will become prone, on a success they take half as much damage and are not knocked prone. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the cursed technique on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the technique ends.

A creature caught in the tsunami can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against Dagon's curse energy DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

This technique's damage is doubled against objects and structures.

Domain Expansion Dagon use his ;Domain Expansion

BONUS ACTIONS

Cursed Blast of Blows. After Dagon uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Dagon can spend 3 Cursed Energy to take the Dodge action as a bonus action on they turn.

Cursed Wind Step. Dagon can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on it's turn, and it's jump distance is doubled until the end of Dagon's turn.

Advanced Regeneration. Dagon can spend any amount of Cursed Energy, regaining hit points equal to 30 times the amount spent.

REACTIONS

Cursed Armor. As a bonus action or reaction against being targetted by an attack or damaging saving throw, Dagon can spend up to 7 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Dagon can only benefit from this feature again after 1 minute or having it's temporary hit points reduced to 0.

Advanced Regeneration. As a Reaction to suffering damage, Dagon uses it's Advanced Regeneration.

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. Dagon Uses Advanced Regeneration. (cost 2 actions)

Domain Expansion Dagon use his ;Domain Expansion (cost 3 actions)

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.

Domain Expansion: Horizon of the Captivating Skandha

The insides of Dagon's domain have an island and a sea that you can interact with, and a artificial sun that works as heat and light source. Dagon's Domain Expansion does not cost Cursed Energy, but it can only be used this way twice per day before he needs to spend 25 Cursed Energy to use it again. If he doesn't caught hostile creatures in his domain, it will last undefintely.

Death Swarm. While Dagon is on his Domain Expansion, he can use his Death Swarm technique. It allows him to create seemingly infinite Shikigami out of his imagination, making their attacks also count for the sure-hit effect. As an action for x Cursed Energy, Dagon can summon up to 7 sea Shikigami within sight range.

Massive Swarms Whenever Dagon uses death swarm, he can instead make a swarm of said sea shikigami. Dagon can summon one swarm instead of the quantities of shikigami.

Refiniment Points

Dagon's domain refiniment points are 400.

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

Barrer Resistance. As part of expanding it's domain, Dagon may decide if it wants to make it's barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, it may spend additional 5 cursed energy when expanding it's domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Increased Potency. While inside his domain, His cursed techniques deal 8 additional damage dice.


Feats

Strong Body

Resilient

Immense Cursed Energy

Cursed Enhanced Body.

Overflowing Cursed Energy

Evolution

Cursed Biology (Stomach Canvas)

5.00
(one vote)

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