Darkside Heartless (5e Creature)

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Darkside Heartless[edit]

Huge fiend (heartless), neutral evil


Armor Class 15 (natural armor)
Hit Points 147 (14d12 + 56)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 15 (+2)

Skills Perception +4
Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 7 (2,900 XP)


ACTIONS

Multiattack. The heartless uses its Frightful Presence. It then makes a slam attack or uses Dark Ray.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained and the heartless can automatically hit the target with its slam attack. The heartless has two hands, each of which can grapple a single target.

Dark Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 13 (2d12) necrotic damage.

Frightful Presence. Each creature of the heartless’s choice that is within 60 feet of the heartless and aware of it must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the heartless’s Frightful Presence for 24 hours.

Create Heartless. The heartless targets a humanoid within 15 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a shadow in the space of its corpse or in the nearest unoccupied space. The shadow is under the heartless’ control. The heartless can have no more than five shadows under its control at one time.

Special Attack (Recharge 5-6). The heartless makes one of the following special attacks:

Dark Volley. The heartless makes four Dark Ray attacks.
Dark Rain. Dark energy rains from the sky in a 30-foot radius of the heartless. Each creature in that area must make a DC 14 Dexterity saving throw, taking 26 (4d12) necrotic damage on a failed save, or half as much damage on a successful one.


Darkside heartless often appear at the head of a large concentration of heartless, usually shadows, though other types of heartless are known as well. They form not from a corrupted creature's heart but from the concentrated miasma of evil a large gathering of heartless produces.

Titanic Soldiers. Due to their creation, darkside heartless tend to have relatively simple minds, focused on crushing enemies as fast as possible, starting with large groups of people first to make spawning more shadows easier. If a foe deals significant damage to a darkside heartless, it focuses on them to take them out first.

Massive Targets. Despite having a few ranged attacks, darkside heartless mainly focus on more immediate threats first, ignoring ranged attackers unless they deal significant damage to them. Their simplistic minds also make them easy to affect with spells like feeblemind and other abilities that rely on a creature's intelligence.

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