14/08/23, 14:49 Kurt Zisa, Awakened (5e Creature) - D&D Wiki https://www.dandwiki.com/wiki/Kurt_Zisa,_Awakened_(5e_Creature) 1/2 Kurt Zisa, Awakened (5e Creature) From D&D Wiki Jump to: navigation, search Awakened Kurt Zisa Huge fiend, chaotic evil Armor Class 20 (natural armor) Hit Points 273 (26d12 + 104) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 19 (+4) 14 (+2) 14 (+2) 16 (+3) Saving Throws Dex +7, Cha +10 Damage Vulnerabilities radiant Damage Resistances acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, lightning, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, telepathy 120 ft. Challenge 22 (41,000 XP) Risky Defense. When Kurt Zisa's temporary hit points (from silencega or rising protect) are depleted, Kurt Zisa and each creature within 10 feet of it must make a DC 20 Constitution saving throw. On a failed save, the creature is stunned until the end of their next turn. Kurt Zisa has disadvantage on this saving throw. Instinctive Strike. If Kurt Zisa is incapacitated, it can still take an Attack action to make a head bash. Innate Spells. Kurt Zisa can only cast spells if its rising protect is active. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: darkness, acid arrow 1/day each: circle of death, black tentacles Light Sensitivity. While in bright light, Kurt Zisa has diadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Spinning Blades. Kurt Zisa makes two crescent blade attacks. For each hit, Kurt Zisa may make another crescent blade attack against the same target. Crescent Blade. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 41 (8d8 + 5) slashing damage. Head Bash. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 27 (5d8 + 5) bludgeoning damage. Silencega (Recharge 6) Kurt Zisa gains 50 temporary hit points, and cannot use silencega or rising protect again until they are depleted. While Kurt Zisa has these temporary hit The bubbling darkness within an Emblem Heartless often attracts nefarious creatures of shadow, who see an opportunity to bind with it. Such an awakened Heartless has the magic and strength of the host shell, with cunning and motivation of the invader; with such power and a force of will that often sees it in command of lesser fiends, undead or aberrations. These statistics are for a Kurt Zisa who was awakened by a shadow demon. It's bright plates become dark and mottled. At night it commands a small army of dretch, shadow demons and chasme, to wreck havok across the material plane.
14/08/23, 14:49 Kurt Zisa, Awakened (5e Creature) - D&D Wiki https://www.dandwiki.com/wiki/Kurt_Zisa,_Awakened_(5e_Creature) 2/2 Back to Main Page → 5e Homebrew → Creatures This page may resemble content endorsed by, sponsored by, and/or affiliated with the Kingdom Hearts franchise, and/or include content directly affiliated with and/or owned by Disney Interactive Studios. D&D Wiki neither claims nor implies any rights to Kingdom Hearts copyrights, trademarks, or logos, nor any owned by Disney Interactive Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use (https://en.wikipedia.org/wiki/Fair_use) designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page. Retrieved from "https://www.dandwiki.com/w/index.php?title=Kurt_Zisa,_Awakened_(5e_Creature)&oldid=1042029" Content is available under the GNU Free Documentation License 1.3 except where otherwise specified. Advertisements: points, it is under the effect of an antimagic field with a radius of 30 feet. Rising Protect (Recharge 6) Kurt Zisa gains 50 temporary hit points, and cannot use silencega or rising protect again until they are depleted. While Kurt Zisa has these temporary hit points, its speed changes to 0 ft., fly 30 ft., and becomes immune to bludgeoning, piercing and slashing damage from nonmagical weapons. While rising protect is active, Kurt Zisa cannot make melee weapon attacks, but can cast its innate spells.