Ansem, Seeker of Darkness (5e Creature)
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Ansem, Seeker of Darkness
Medium fiend, neutral evil Armor Class 19 (natural armor)
Saving Throws Con +11, Wis +9 Devil's Sight. Magical darkness does not impede Ansem’s darkvision. Innate Spellcasting. Ansem’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components: Legendary Resistance (3/Day). If Ansem fails a saving throw, he can choose to succeed instead. Magic Resistance. Ansem has advantage on saving throws against spells and other magical effects. Shadow Guardian. As a bonus action, Ansem can summon a Medium heartless guardian to assist him in battle. The guardian occupies Ansem’s space and moves with him. It shares Ansem’s hit points and all of his statistics and traits, except it cannot speak, cannot innately cast spells, and is immune to all damage except radiant damage and damage from spells. The guardian remains until Ansem is incapacitated or he uses a bonus action to dismiss the guardian. ACTIONSMultiattack. Ansem makes two slam attacks or two force disc attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Force Disc. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 13 (2d6 + 5) force damage. Dark Lightning. Ansem’s guardian hurls lightning in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 17 (5d6) lightning damage on a failed save, or half as much damage on a successful one. Dark Smite (Recharge 5-6). Ansem makes a slam attack. On a hit, the attack inflicts an extra 38 (7d10) necrotic damage, and the target must make a DC 19 Charisma saving throw or become restrained and incapacitated until the end of its next turn. Dark Rush (Recharge 6). Ansem envelops himself in a dark aura and charges forward in a 40-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 16 (3d10) bludgeoning damage and 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also knocked prone. REACTIONSGuardian Shield. Ansem adds 5 to his AC against one attack that would hit him. To do so, Ansem must see the attacker and his guardian must be summoned. LEGENDARY ACTIONSAnsem 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. Ansem regains spent legendary actions at the start of his turn. Detect. Ansem makes a Wisdom(Perception) check. |
Ansem, the self-proclaimed Seeker of Darkness, is an intelligent humanoid Heartless who seeks the power of Kingdom Hearts. His quest to obtain that power has spelt doom for many worlds and countless people. Seeker of Knowledge. Ansem was once a human sage who sought to understand the mysteries of the soul. He performed arcane experiments on human test subjects to that end, but instead of enlightenment his experiments brought darkness: the test subjects’ souls were torn from their bodies, transforming into fiends called Heartless. The Door to Darkness. Ansem seeks Kingdom Hearts, a mysterious plane said to be the source of all knowledge and all souls. He believes that a doorway to Kingdom Hearts exists within the darkest depths of the Shadowfell, and that it can be opened if the Heartless consume enough souls and worlds. If Ansem were to harness the power of Kingdom Hearts, he could theoretically become omniscient and omnipotent. Shadowy Protector. Ansem is never alone. A powerful Heartless lurks within his shadow, ready to defend him at a moment’s notice. In battle, Ansem is content to sit back while the guardian blocks attacks with its invulnerable body and smites his enemies with lightning, discs of magical force, and punches infused with dark energy. Variant: No Guardian If Ansem forgoes summoning his guardian, he has an effective Challenge Rating of 13 (10,000 XP). |
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