Kurt Zisa, Awakened (5e Creature)

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 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.


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.


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