Human-like Dagon (Jujutsu Kaisen Supplement)
Human-like Dagon[edit]
Medium undead (Cursed Spirit), lawful evil Armor Class 15 (Womb Protection)
Saving Throws Str +7, Cha +10 Cursed Energy. Dagon has 99 cursed energy she can spend. All of the cursed energy, when used, is unavailable until she takes a long rest. Improved Cursed Energy Recovery. While in combat, Dagon regains 3 cursed energy at the beginning of her turn, up to her maximum. The combat must be one where her life is at risk. 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. However due to an application of barrier techniques by Kenjaku Dagon is able to be seen by normal people and does not give off the aura of a cursed spirit. 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, she 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, she does so with advantage. Underdeveloped. Dagon is like a newborn in the world of cursed spirits, not yet as mature as others. She cannot clearly speak any language, though she can read and write them. Undeveloped Technique. Dagon's immature power has caused her technique to be undeveloped and she has therefore lost access to Death Swarm. Clumsy. Unused to typical human proportions Dagon has disadvantage in Dexterity saving throws and checks as well as disadvantage in Acrobatics. Additionally, whenever Dagon takes the dash action she must make a DC 10 Dexterity saving throw or trip over herself becoming prone. Womb Protection. Due to being a cursed womb, Dagon's skin is harder and denser than most cursed spirits. Her natural AC is 12 + her Constitution modifier. She is forced to use this AC calculation. Enhanced Musculature. Dagon has advantage on Strength checks and Strength saving throws. Additionally, her carrying, dragging, lifting and pushing capacities are doubled. Cursed Armor. Dagon can spend up to 5 cursed energy to give herself 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 her temporary hit points reduced to 0. Cursed Strike. When Dagon makes an unarmed strike, she may spend up to 4 cursed energy, dealing an additional 1d8 cold 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 cold damage (already included). Brawn. Whenever Dagon makes a Strength saving throw, she takes half as much damage on a failure and no damage on a success. Strong Body. Dagon reduces all damage she takes but psychic or thunder by 3. Attacks using Cursed Energy or magic can bypass this. Flowing Cursed Energy. Dagon does not get affected by difficult terrain created by non-magical water. If Dagon is underwater, she may spend 1 cursed energy as a free action to reset the time required for her 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 her reach to regain cursed energy up to her maximum equal to the corpse’s Jujutsu Sorcerer level (minimum 1) unless that creature was Heavenly Restriction. Water Bullet (1 Cursed Energy). Whenever Dagon makes an unarmed strike, she may choose to instead spend 1 cursed energy to shoot a water bullet from her finger against a creature within 80 ft, making a ranged cursed energy attack roll and dealing 1d10 piercing on hit. Whirlpool (5 Cursed Energy). Dagon forces all creatures in a 30-foot cone originating from her to make a DC 17 Strength saving throw as she 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 DC 17 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 DC 17 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 her. Water Burst (4 Cursed Energy). Dagon makes a highly pressurized burst of water from her hands, forcing every creature within a 20ft cone to make a DC 17 Constitution saving throw, taking 8d6 piercing damage on a failure and being blinded for 1 minute, repeating the save at the start of their turns, on a success, they take half damage and are not blinded. Water Cut (5 Cursed Energy). Dagon may swing her arms in front of herself, shooting fast lines of water that act like blades, forcing every creature in a 10 ft wide, 80 ft long line to make a DC 17 Dexterity saving throw, taking 9d8 slashing damage on a failure and half on a success.. 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 DC 17 Dexterity saving throw or fall prone. Water Grenade (6 Cursed Energy). Dagon may create a condensed sphere of water in her hand and throw it anywhere within 80ft, when it hits a surface, it explodes in a 20ft radius, forcing every creature in the range to make a DC 17 Dexterity saving throw. On a failure, they take 8d8 bludgeoning damage and being launched 30ft to the edges of the circle, falling prone. Hitting a surface will deal 8d6 bludgeoning damage. On a success, they take half damage and are launched only half the distance, not taking any damage from hitting a surface and not falling prone. Piercing Water (4 Cursed Energy). Dagon makes a ranged cursed energy attack roll against a creature within 30ft. of herself. On a hit, they take 4d10 cold damage + 4d6 piercing damage and are forced to make a DC 17 Constitution saving throw. On a failure, they will be knocked prone. On a success, they are not knocked prone. Geysers (8 Cursed Energy). Dagon can create up to 5 geysers within sight range. Creatures within 5ft. of those points must make a DC 17 Dexterity saving throw. On a failure, they take 13d12 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. Jet Blows (1-4 Cursed Energy). Dagon learned to increase the power of her blows by bursting water from her elbows and heels, whenever Dagon makes an unarmed strike, she may spend up to 4 cursed energy, adding 1d8 damage of the same type per cursed energy spent. This cannot benefit from Tokyo's increase. Water Missile (6 Cursed Energy). Dagon may surround herself with water and shape it like a missile, launching herself forwards, she gains a flying speed equal to double her movement speed and must spend all of it in her turn. Any creature she comes in contact with while moving will have to make a DC 17 Dexterity saving throw or take 4d12 bludgeoning damage, she adds 1d12 to the damage for every 10ft she travels. They take half as much damage on a success. Objects take double damage from this technique. She can only move on a straight line during this technique, having to use 15 ft of her total movement to change directions. She does not provoke opportunity attacks with the movement from this technique. Also creatures can take damage from this technique only once per turn. Water Bazooka (10 Cursed Energy). Dagon may create a heavy condensed sphere of water between her hands, rotating it and then firing it against a creature within 100ft, she makes a ranged cursed energy attack roll, on a hit, the creature takes 12d10 bludgeoning damage and must make a DC 17 Constitution saving throw as the sphere explodes. On a failure, the creature is launched back 30ft. On a success, are not launched back, if she misses the initial attack, the sphere hits the ground and explodes, forcing every creature within 30 ft of it to make a DC 17 Dexterity saving throw taking 6d10 bludgeoning damage on a failure and half on a success. Needle Rain (10 Cursed Energy). Dagon may shoot a large amount of water to the sky and then make it fall back down in the form of high pressure thin rain drops, she may choose a point within 250ft, every creature in a radius of 90 ft from that point must make a DC 17 Dexterity saving throw, taking 12d10 piercing damage on a failure and half on a success. Water Bind (6 Cursed Energy). Dagon may choose up to 3 creatures within 30 ft, shooting a moving torrent of water at them, forcing them to make a DC 17 Dexterity saving throw or become restrained as this torrent starts to move around their bodies. The creatures may make a DC 17 Strength saving throw at the end of their turns to break free. They are stuck for 5 rounds. Water Defensive Ring (4 Cursed Energy). Dagon can make a ring of water that protects her from any incoming attack. As an action for 4 Cursed Energy, she can create a ring of water around herself, granting her 100 temporary hitpoints. While the ring is active, she gains immunity to cold damage and resistance to fire, bludgeoning, slashing, and piercing damage. While under the effects of the water defensive ring, she can remove 5 hit points from the shield to substitute 1 cursed energy needed from her cursed techniques by using the water from the ring. She can only use this cursed technique again after the current ring is over. She cannot use this feature and Cursed Armor at the same time. Innate Domain (5 Cursed Energy). Dagon fills all the space their in with their innate domain for 1 minute. If she doesn't take any hostile creatures into her innate domain, it will last indefinitely. BONUS ACTIONSMartial Arts. When Dagon uses the Attack action with an unarmed strike on her turn, she 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 her 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 her turn, and her jump distance is doubled until the end of her 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 her Regeneration. Jet Deflection. As a Reaction to a melee or ranged attack roll being made against her, Dagon may spend cursed energy up to her Charisma modifier to fire a jet of water at the attacker or the projectile in order to defend herself that deals 1d8 cold damage for every cursed energy spent. The damage of the incoming ranged attack is reduced by the amount rolled, and if she matchs 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 she matchs or overcomes the damage of the attack, the attacker takes the difference in damage and must make a DC 17 Strength saving throw. On a failure, they are pushed back 20 ft, only being pushed back half the distance on a success. Water Defensive Ring (6 Cursed Energy). Dagon can make a ring of water that protects her from any incoming attack. She can create a ring of water around herself, granting her 100 temporary hitpoints. While the ring is active, she gains immunity to cold damage and resistance to fire, bludgeoning, slashing, and piercing damage. While under the effects of the water defensive ring, she can remove 5 hit points from the shield to substitute 1 cursed energy needed from her cursed techniques by using the water from the ring. She can only use this cursed technique again after the current ring is over. She cannot use this feature and Cursed Armor at the same time. |
Sent on an espionage mission by Kenjaku to locate Gojo's and Yuki's hideout Dagon has been tasked with joining the 1st year students at Tokyo Metropolitan Curse Technical College. To allow for this Dagon was disguised as a 1st year jujutsu sorcerer transferring from the Hokkaido Technical College by Mahito. While enrolled as a student Dagon has managed to learn a multitude of applications of her lapse technique. Innate Domain: Horizon of the Captivating SkandhaThe insides of Dagon's innate domain has an island and a sea that she 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 Cursed Energy Recovery Improved Durability. This creature uses the Improved Durability rule. |