KH Enemy Compendium

by DualSidedHeart

Search GM Binder Visit User Profile

Kingdom Hearts Codex Vol. 1

A Compendium of Creatures

Notes from the Author

A note from the Author

This book is still a massive work in progress. As such, most of what you see here is nowhere near finalized. I still have many more monsters to make and I find myself constantly revising the current ones. In which case, this link will get updated periodically. A few things to note:

  • Immunity to Necrotic damage isn't factored into a Heartless' CR. It simply makes no sense to do so when they all share this universal immunity.
  • Most conversions here take inspiration from actual heartless fighting maneuvers and tactics, but a good chunk of them will be homebrew and made to fit D&D standards. But do know: A "heart" can be considered the emotional part of the soul, so without it a creature turned into a heartless usually cannot be resurrected as it is not free or willing. A Nobody can be considered to have the non-emotional part of a soul.
  • Lastly, there are bound to be typos and errors. Excuse them while I work them out.

Pureblood Heartless



Shadow

Small fiend (heartless), chaotic evil


  • Armor Class 12
  • Hit Points 10 (4d6 - 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 6 (-2) 12 (+1) 13 (+1)

  • Skills Stealth +4
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30ft., darkvision 120ft., passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)

Born of Darkness. Magical darkness doesn't impede the shadow's darkvision.

Pack Tactics. The shadow has advantage on an attack roll against a creature if at least one of the shadow's allies is within 5 feet of the creature and the ally isn't incapacitated.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.

Actions

Scratch. Melee Weapon Attack: +4 to hit, reach 5ft./10ft., one target. Hit: 5 (1d4 + 2) slashing damage. If the shadow attacks from 10 feet away it leaps to the closest unoccupied space within 5 feet of the target in it's leap range. If the attack hits it deals an extra 3 (1d4) slashing damage.

Flatten. The shadow flattens to the point where it's nearly two-dimensional until the start of its next turn. In this state it becomes immune to all bludgeoning, piercing, and slashing damage and makes no noise when moving. The shadow is considered invisible whole flattened in an area of dim light or darkness.



Neoshadow

Medium fiend (heartless), chaotic evil


  • Armor Class 13
  • Hit Points 75 (10d8 + 30)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 15 (+2) 15 (+2) 16 (+3)

  • Saving Throws Dex +5, Cha +5
  • Skills Acrobatics +5, Stealth +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 12
  • Languages -
  • Challenge 3 (700 XP)

Innate Spellcasting The neoshadow's Spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal components.
At will: Misty Step

Born of Darkness. Magical darkness does not impede the neoshadow's darkvision.

Pack Tactics. The neoshadow has advantage on an attack roll against a creature if at least one of the shadow's allies is within 5 feet of the creature and the ally isn't incapacitated.

Shadow Stealth. While in dim light or darkness, the neoshadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +7.

Actions

Multiattack. The neoshadow makes two scratch attacks.

Scratch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. 10 (2d6 + 3) slashing damage.

Attack Roll. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage. If the attack hits the neoshadow moves to any unoccupied space within 10 feet of the target without provoking opportunity attacks. If the attack misses it moves to the closest unoccupied space adjacent to the target.

Reactions

Portal Evade. When a creature that the neoshadow can see hits it with an attack roll it can chose to sink into a portal, imposing disadvantage on the roll. It then reappears in an unoccupied space of its choice within 15 feet.


Possessor

Tiny fiend (heartless), chaotic evil


  • Armor Class 11
  • Hit Points 23(1d4 + 5)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 13 (+1) 17 (+3) 10 (+0) 13 (+1) 16 (+3)

  • Skills Stealth +3
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30ft., darkvision 120ft., passive Perception 11
  • Languages -
  • Challenge 1 (200 XP)

Born of Darkness. Magical darkness does not impede the possessor's darkvision.

Shadow Stealth. While in dim light or darkness, the possessor can take the Hide action as a bonus action. Its stealth bonus is also improved to +5.

Actions

Life Drain. Melee Spell Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6 + 3) necrotic damage, and the possessor heals for an amount equal to the damage dealt. If the attack roll hits the possessor attached itself to its target. The possessor may use its action on subsequent turns to automatically deal the damage again until it's either removed or killed. A creature can use their action to remove the possessor.

Possess (Recharge 4-6). The possessor enters one object of size large or smaller and animates it as per the Animate Objects spell. While inside an object the possessor becomes completely immune to all damage and spell effects. The possessor adds its proficiency bonus to the attack rolls and Charisma modifier to the damage rolls of the animated object. If the animated object is reduced to 0 hit points the possessor is forced out.

Universal Heartless Traits

All Heartless should have the natural ability to take the hearts of others and turn them into more Heartless. This process is similar to losing one's soul. While a creature's heart resides in a heartless, the creature cannot be resurrected by any means short of a Wish spell. A creature's personality may also play a factor in determining what kind of Heartless it transforms into. All heartless have the following traits:

Heart for the Heartless. A creature slain by a heartless rises 1d4 hours later near within 5 miles of the place it died. It rises as a Heartless of the DM's choosing with a challenge rating equal to or lower than its original challenge rating or level. Creatures of a Lawful Evil, Neutral Evil, and Chaotic Evil alignment have their Heartless' challenge rating increased by 1, 3, and 5 respectively. If the DM chooses to, it can rise as the same creature it originally was. It gains the universal Heartless traits, Born of Darkness trait, darkvision out to 120 feet unless its higher, and the (heartless) tag.

Corridors of Darkness. A Heartless can cast Plane Shift as a one minute ritual, requiring no material components and choosing any plane they desire.

Heartless Nature. A Heartless does not need to eat, drink, or breathe to survive. However, a Heartless can only survive in an area filled with negative energy or emotions. Locations such as the Shadowfell or within 10 miles of a civilization suits its needs. It can survive a number of days without negative energy or emotion equal to its Constitution score.

Variant Rule: Strong Hearts

At the DM's discretion a creature might be able to retain its alignment, memories, and personality for a number of days equal to its charisma modifier. The creature uses all the statistics of the heartless it rises as, but has disadvantage on all attack rolls and saving throws made against other heartless. All heartless are considered friendly towards them. It understands all the languages it knew in life but cannot speak. Another creature can cast spells such as Raise Dead or Resurrection on them while they're in this state. They revert to their normal form provided they spend the entire casting time within 5 feet of the caster.


Darkball

Medium fiend (heartless), chaotic evil


  • Armor Class 11
  • Hit Points 59 (9d8 + 18)
  • Speed 5 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 10 (+0) 7 (-2) 15 (+2)

  • Saving Throws Cha +4
  • Damage Immunities necrotic
  • Condition Immunities charmed, frightened, exhaustion
  • Senses blindsight 30 ft., darkvision 120 ft.
  • Languages -
  • Challenge 2 (450 XP)

Born of Darkness. Magical darkness does not impede the darkball's darkvision.

Shadow Stealth. While in dim light or darkness, the darkball can take the Hide action as a bonus action. Its stealth bonus is also improved to +3.

Actions

Twitchy Movements. The darkball is unpredictable and chaotic. Roll 1d4 to determine what kind of attack it makes.
1. Reduction Bomb. The darkball reduces its size to small until the start of its next turn. At the start of that turn it expands to its original size and expels dark energy, forcing all creatures within 10 feet of it to make a DC 12 Constitution saving throw. Creatures take 11 (2d10) necrotic damage on a failure or half as much on a success. If it uses this action again while small, it becomes tiny and the damage dealt increases by 5 (1d10).
2. Berserk. Creatures within 5 feet of the darkball must make a DC 12 Dexterity saving throw. On a failure they take 7 (1d8 + 2) bludgeoning damage as the darkball thrashes around in a frenzy.
3. Charging Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. As part of this attack, the darkball may move up to its speed for free.
4. Do nothing. The darkball forfeits its action.

Legendary Actions

The darkball can take 1 legendary action, 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. The darkball regains spent legendary actions at the start of their turn.

Sporadic Movement. The darkball rolls a d4 and consults the twitchy movements attack list.


Bit Sniper

Medium fiend (heartless), chaotic evil


  • Armor Class 13
  • Hit Points 27 (6d8)
  • Speed 5 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 10 (+0) 7 (-2) 12 (+1) 10 (+0)

  • Skills Perception +5
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 300 ft., passive Perception 15
  • Languages -
  • Challenge 1/2 (100 XP)

Born of Darkness. Magical darkness does not impede the bit sniper's darkvision.

Shadow Stealth. While in dim light or darkness, the bit sniper can take the Hide action as a bonus action. Its stealth bonus is also improved to +4.

Actions

Bit Stab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Bit Snipe. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 2) force damage.

Emblem Heartless


Soldier

Medium undead (heartless), chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 34 (5d8 + 5)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (+0)

  • Skills Athletics +4
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
  • Languages -
  • Challenge 1/2 (100 XP)

Born of Darkness. Magical darkness does not impede the soldier's darkvision.

Two-step Scratch. If the soldier moves at least 10 feet in a straight line during its turn and attacks a creature, it can use its bonus action to make an additional scratch attack.

Actions

Multiattack. The soldier makes one kick attack and one scratch attack.

Scratch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d4 + 2) slashing damage.

Kick. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage. Upon being hit the target must make a DC 12 Strength saving throw. On a failure they are knocked prone.

Rotating Kick (Recharge 5-6). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 14 (3d6 + 2) bludgeoning damage. If this attack misses the soldier is knocked prone.


Stealth Soldier

Medium undead (heartless), chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 9 (-1) 14 (+2) 10 (+0)

  • Skills Stealth +6
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
  • Languages -
  • Challenge 2 (200 XP)

Ambusher. The creature has advantage on attack rolls against any creature it has surprised.

Born of Darkness. Magical darkness does not impede the stealth soldier's darkvision.

Natural Invisibility. While the stealth soldier is above half its maximum hit points it is invisible.

Sneak Attack (1/Turn). The stealth soldier deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the stealth soldier that isn't incapacitated and the stealth soldier doesn't have disadvantage on the attack roll.

Actions

Lethal Scratch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Deserter

Medium undead (heartless), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 17 (5d8 - 5)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
7 (-2) 18 (+4) 8 (-1) 8 (-1) 15 (+3) 13 (+1)

  • Saving Throws. Dex +6
  • Skills Acrobatics +8
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frighten, paralyze, petrified, stunned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages -
  • Challenge 2 (450 XP)

Born of Darkness. Magical darkness does not impede the deserter's darkvision.

Evasion. If the deserter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Extreme Agility. The deserter can take the dash or dodge action as a bonus action.

Actions

Multiattack. The Deserter makes four mach kick attacks.

Scratch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d6 + 4) slashing damage.

Mach Kick. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d4 + 4) bludgeoning damage.


Sergeant

Large undead (heartless), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 15 (+2) 16 (+3) 17 (+3)

  • Saving Throws Str +6, Cha +5
  • Skills Athletics +6, Perception +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened, poisoned, stunned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages -
  • Challenge 5 (1,800 XP)

Born of Darkness. Magical darkness does not impede the sergeant's darkvision.

Field Marshal. Friendly creatures within 30 feet of the sergeant may add a d4 to all attack rolls and saving throws they make.

Reactive. The sergeant can take one reaction on every turn in combat.

Actions

Multiattack. The sergeant makes two scratch attacks.

Scratch. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 11 (2d6 + 4) slashing damage.

Devastating Punt. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 17 (3d8 + 4) bludgeoning damage. Upon being hit he target must make a DC 14 Strength saving throw. On a failure the creature is knocked prone and, if the sergeant choses, pushed back 20 feet.

Reactions

Reflex Kick. In response to a creature within 5 feet of the sergeant attempting to attack it more than once on its turn, the sergeant immediately attacks the creature using Devastating Punt after the first attack roll is resolved.



Large Body

Large undead (heartless), chaotic evil


  • Armor Class 14 (thick fat)
  • Hit Points 157 (15d10 + 75)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 20 (+5) 8 (-1) 13 (+1) 10 (+0)

  • Saving Throws Con +7
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blidsight 30 ft., darkvision 120 ft., passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)

Belly Shield. At the end of each of its turns, the large body can choose to face a particular direction. It is immune to all bludgeoning, piercing, and slashing damage from weapon attacks coming from the general direction it is facing.

Born of Darkness. Magical darkness does not impede the large body's darkvision.

Thick Fat. The large body adds its Constitution modifier to its AC. Additionally, creatures of size medium and smaller can use it as full cover.

Actions

Mow-Down Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., all creatures of choice within reach. Hit: 18 (3d8 + 4) bludgeoning damage. The large body uses the same attack roll for all targeted creatures.

Charge. The large body projects its belly forward and moves 15 feet in a straight line. All creatures of size large or smaller must make a DC 15 Strength saving throw. On a failure they are pushed back 15 feet, knocked prone, and take 17 (2d12 + 4) bludgeoning damage. The large body stops its charge immediately if a creature succeeds on its saving throw or if it runs into creature larger than it.

Shockwave (Recharge 4-6). The large belly jumps to a space within 15 feet of it that is unoccupied or occupied by a creature of size medium or smaller and produces a shockwave with a radius of 10 feet centered on the landing point. All creatures on the ground within the shockwave's radius must make a DC 15 Strength saving throw or be knocked prone. If the large body lands on a space occupied by a size medium or smaller creature, they take 9 (2d8) bludgeoning damage and are automatically knocked prone.

Reactions

Belly Attack. Immediately after a creature within 5 feet of the large body attacks it's front side, the large body can force them to make a DC 15 Strength or Dexterity saving throw. On a failure they take 18 (3d8 + 4) bludgeoning damage and are pushed back 15 feet.



Fat Bandit

Large undead (heartless), chaotic evil


  • Armor Class 13 (thick fat)
  • Hit Points 114 (12d10 + 48)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 18 (+4) 8 (-1) 11 (+0) 16 (+3)

  • Saving Throws Cha +5
  • Damage Immunities fire, necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 10
  • Languages -
  • Challenge 5 (1,800 XP)

Belly Shield. At the end of each of its turns, the fat bandit can choose to face a particular direction. It is immune to all bludgeoning, piercing, and slashing damage from weapon attacks coming from the direction it is facing.

Born of Darkness. Magical darkness does not impede the fat bandit's darkvision.

Desert Walker. The large snowman is acclimated to hot, desert, and volcanic environments and unaffected by nonmagical heat, sand, or lava.

Innate Spellcasting. The fat bandit's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only somatic components:
At-Will: Burning Hands (2nd level), Firebolt (3d10)
1/day: Fireball

Thick Fat. The fat bandit adds its Constitution modifier to its AC. Additionally, creatures of size medium and smaller can use it as full cover.

Actions

Multiattack. The fat bandit makes two fist of light attacks.

Fist of Light. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 5 (1d8) fire damage.

Fist of Flame (Recharge 5-6). The fat bandit punches the ground and creates a fiery shockwave. All creatures of the bandit's choice within 10 feet of the bandit must make a DC 14 Dexterity saving throw or take 21 (6d6) fire damage.



Large Snowman

Large undead (heartless), chaotic evil


  • Armor Class 13 (thick fat)
  • Hit Points 85 (10d10 + 30)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 9 (-1) 11 (+0) 16 (+3)

  • Saving Throws Cha +5
  • Damage Immunities cold, necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 10
  • Languages -
  • Challenge 5 (1,800 XP)

Belly Shield. At the end of each of its turns, the large snowman can choose to face a particular direction. It is immune to all bludgeoning, piercing, and slashing damage from weapon attacks coming from the direction it is facing.

Born of Darkness. Magical darkness does not impede the large snowman's darkvision.

Arctic Walker. The large snowman is acclimated to cold and arctic environments. It cannot be hindered by snow and ice. Additionally, it can Dash as a bonus action so long as it's on snow or ice, but can only use its extra movement to traverse those surfaces.

Innate Spellcasting. The fat bandit's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only somatic components:
At-Will: Ice Knife (2nd level), Frostbite (3d6)
1/day: Ice Storm

Thick Fat. The large snowman adds its Constitution modifier to its AC. Additionally, creatures of size medium and smaller can use it as full cover.

Actions

Multiattack. The fat bandit makes two frosty slam attacks.

Frosty Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 5 (1d8) cold damage.

Icicle Blades (Recharge 5-6). The fat bandit spins wildly and slashes at every creature within 5 feet of it with its skates, also enchanting itself with frigid magic which launches blades of ice around it. Each creature in the area must make a DC 15 Dexterity saving throw or take 14 (4d6) slashing and 14 (4d6) cold damage.


Pirate

Medium undead (heartless), chaotic evil


  • Armor Class 15 (bravura battle stance)
  • Hit Points 59 (9d8 + 18)
  • Speed 30 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 8 (-1) 8 (-1) 16 (+3)

  • Skills Athletics +4, Intimidation +7, Stealth +4
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 9
  • Languages Thieves' Cant
  • Challenge 2 (450 XP)

Born of Darkness. Magical darkness does not impede the pirate's darkvision.

Bravura Battle Stance. The pirate adds its Charisma modifier to its AC.

Fancy Footwork. If the pirate makes a melee attack against a creature, that creature can't make opportunity attacks against it for the rest of the pirate's turn.

Reckless Attack. At the start of its turn, the pirate can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The pirate makes two dao attacks. If both dao attacks hit it can use flashy finish as part of its attack action.

Dao. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 2) slashing damage.

Flashy Finish. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the attack hits and the target is a prone creature, this attack is considered a critical hit.

Reactions

Parry. The pirate adds 2 to its AC against one melee attack that would hit it. To do so, the pirate must see the attacker and be wielding a melee weapon.


Air Pirate

Medium undead (heartless), chaotic evil


  • Armor Class 13
  • Hit Points 44 (8d8 + 8)
  • Speed 20 ft., fly 50 ft., swim 10ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 8 (-1) 10 (+0) 14 (+2)

  • Saving Throws Dex +5
  • Skills Acrobatics +4, Perception +4
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, blinded
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
  • Languages Thieves' Cant
  • Challenge 2 (450 XP)

Born of Darkness. Magical darkness does not impede the air pirate's darkvision.

Flyby. The air pirate doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Dive Attack. If the air pirate is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target.

Actions

Multiattack. The air pirate makes two kick attacks and an uppercut attack.

Kick. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Charge Punch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage. As part of this attack the air pirate moves 10 feet in a straight line.

Uppercut. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.


Crescendo

Small undead (heartless), chaotic evil


  • Armor Class 11
  • Hit Points 36 (8d6 + 8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
5 (-3) 12 (+1) 12 (+1) 11 (+0) 12 (+1) 16 (+3)

  • Skills Performance +5
  • Damage Resistances thunder
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)

Born of Darkness. Magical darkness does not impede the crescendo's darkvision.

Honking Horn. Whenever the crescendo takes damage and every time it moves it emits a honk audible out to 30 feet. The crescendo has disadvantage on all stealth made to keep quiet against creatures within this radius.

Actions

Echoing Honk. Melee Weapon Attack: +3 to hit, reach 5ft., one target. 5 (1d4 + 1) thunder damage.

Wind Missile. Ranged Spell Attack: +5 to hit, reach 120ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Healing Doot. The crescendo replicates the effects of Mass Healing Word. It uses Charisma is its spellcasting modifier.

Trumpet Summon (Recharge 6). The crescendo conjures four Heartless with a challenge rating of 1/4, two Heartless with a challenge rating of 1/2, or one Heartless with a challenge rating of 1. If the crescendo uses trumpet summon again, all previously conjured creatures are dismissed.

Crescendo Variants

The Crescendo may adopt different appearances and traits when first created. They are as follows:

Bubble Beat. Bubble Beats replace resistance to thunder with resistance to acid. Wind Missile is replaced with Aqua Jet.

  • Aqua Jet. The bubble beat shoots a water bolt that unerringly hits a target within 60 feet, dealing 6 (1d4 + 3) bludgeoning damage.

Flare Note. Flare Notes replace resistance to thunder with resistance to fire. Wind Missile is replaced with Flame Spiral.

  • Flame Spiral. Melee Spell Attack, +5 to hit, range 30ft., one target. Hit: 10 (2d6 + 3) fire damage.



Wizard

Medium undead (heartless), chaotic evil


  • Armor Class 11 (14 with mage armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 16 (+3) 17 (+3) 12 (+1) 12 (+1)

  • Damage Resistances force
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)

Abjuration Aegis. The wizard is immune to spells of 1st-level or lower and resistant to all damage from spells of 3rd-level or lower.

Born of Darkness. Magical darkness does not impede the wizard's darkvision.

Innate Spellcasting. The wizard's Spellcasting ability is Intelligence. It can innately cast the following Spells, requiring no verbal, somatic, or material components:
At Will: Mage Armor, Magic Missile
3/day each: Absorb Elements, Shield

Shadow Jaunt. Whenever the wizard moves, it can sacrifice any amount of its movement to teleport an equal distance. Additionally, when the wizard casts Shield it can immediately teleport up to 15 feet for free.

Actions

Multiattack. The wizard can make three blizzard blast attacks.

Blizzard Blast. Ranged Spell Attack: +6 to hit, range 90ft., one target. Hit: 7 (1d6 + 3) cold damage. A creature hit has its movement speed reduced by 5 feet until the start of the wizard's next turn. A creature whose movement speed is reduced to 0 while under blizzard blast's slow effect becomes petrified as it turns to ice. A petrified creature may use their action to make a DC 14 Strength saving throw, ending this effect on a success. A creature petrified by this spell remains petrified until it succeeds on its Strength saving throw.

Call Thunder. Lightning crashes down in a 15-foot cube that the wizard can see within 60 feet of it. Each creature of the wizard's choice in this cube must make a DC 14 Dexterity saving throw. On a failure they take 11 (2d10) lightning damage and are unable to take reactions until the end of their next turn.

Flame Ring. The wizard conjures rings of flames which swirls around it. All creatures of the wizard's choice within 5 feet of it must make a DC 14 Dexterity saving throw. Creatures take 17 (4d6 + 3) fire damage on a failed save or half as much on a successful one.

Gravity Orb. The wizard raises its staff and conjures a sphere of gravity. All creatures of the wizard's choice within 10 feet must make a DC 14 Strength saving throw. On a failed save creatures are restrained until the start of the wizard's next turn.


Powerwild

Medium beast (heartless), chaotic evil


  • Armor Class 12
  • Hit Points 90 (12d8 + 36)
  • Speed 35 ft., climb 35 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 7 (-2)

  • Skills Acrobatics +4, Survival +6
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
  • Languages -
  • Challenge 2 (450 XP)

Born of Darkness. Magical darkness does not impede the powerwild's darkvision.

Pounce. If the powerwild moves at least 20 ft. straight toward a creature and then hits it with a primal strike attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

Simian Agility. The powerwild may add its Dexterity modifier in addition to its Strength modifier when calculating jump height and distance.

Actions

Multiattack. The powerwild makes two primal strike attacks.

Primal Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning or slashing damage.

Reactions

Monkey Roll. The powerwild adds 4 to its AC against one melee attack that would hit it or 4 to a Dexterity (Acrobatics) check made in defense against a grapple attempt. To use this reaction, the powerwild must not be grappled or restrained.


Bouncywild

Medium beast (heartless), chaotic evil


  • Armor Class 13
  • Hit Points 52 (8d8 + 8)
  • Speed 45 ft., climb 45 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 5 (-3) 16 (+3) 9 (-1)

  • Skills Acrobatics +5, Perception +7
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages -
  • Challenge 1 (200 XP)

Born of Darkness. Magical darkness does not impede the bouncywild's darkvision.

Simian Agility. The bouncywild may add its Dexterity modifier in addition to its Strength modifier when calculating jump height and distance.

Sling Master. The bouncywild can target creatures within the long range of a sling without suffering disadvantage.

Actions

Banana Peel Toss. The bouncywild tosses a banana peel at a space within 10 feet of it. If a creature starts its turn on or enters the space containing the peel, they must succeed on a DC 13 Dexterity saving throw or slip, falling prone.

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage.

Power Shot (Recharge 6). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 10 (2d6 + 3) force damage.



Screwdiver

Medium undead (heartless), chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 10 (+0) 16 (+3) 12 (+1)

  • Skills Animal Handling +5, Athletics +4
  • Damage Resistances poison
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages Aquan, but rarely speaks
  • Challenge 2 (450 XP)

Born of Darkness. Magical darkness does not impede the screwdiver's darkvision.

Courageous or Cowardly. At the beginning of each turn in combat the screwdiver rolls a 1d4. On a 1 the screwdiver can Dash, Disengage, or Dodge as a bonus action until the end of its turn. On a 4 it has advantage on all attack rolls until the end of its turn and can make one additional trident attack.

Echolocation. While underwater the screwdriver has a blindsight up to 60 feet and has advantage on perception checks. It does not gain these bonuses if deafened.

Lightning Absorbtion. Whenever the screwdiver is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The screwdiver makes two trident attacks.

Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Scratch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Corkscrew. The moves in a straight line up to its swim speed, gyrating at incredible speeds while slashing and scratching any hostile creature in its reach. While using Corkscrew, the screwdiver can move through the spaces of creatures equal to or smaller than its size, and it stops when it moves into a creature larger than it. All creatures of the screwdiver's choice which it moves into must make a DC 12 Dexterity saving throw or take 10 (3d6) slashing or piercing damage (the screwdiver's choice).



Aquatank

Huge beast (heartless), unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 184 (16d12+80)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 20 (+5) 5 (-3) 18 (+4) 10 (+0)

  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages -
  • Challenge 8 (3,900 XP)

Born of Darkness. Magical darkness does not impede the aquatank's darkvision.

Light Lure. The aquatank has a lure which sheds 10 feet of bright light and 10 feet of dim light.

Lightning Absorbtion. Whenever the aquatank is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Actions

Chomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 23 (3d12 + 3) piercing damage.

Thundaga Shot. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 27 (6d8) lightning damage. On a successful hit, all creatures within 10 feet of the target must make a DC 15 Constitution saving throw as the thundaga shot erupts. A creature takes 9 (2d8) lightning damage on a failed save or half as much on a successful one.

Discharge (Recharge 6). The aquatank releases a 20-foot radius surge of electricity around it. All creatures in the area must make a DC 17 Constitution saving throw. On a failure a creature takes 35 (10d6) lightning damage or half as much on a success.

Reactions

Injured Wail. Upon taking damage, the aquatank lets out a deep song of pain. All screwdivers which can see or hear the aquatank automatically roll a 4 for their Courageous or Cowardly trait on their next turn.


Burrfish

Small beast (heartless), chaotic evil


  • Armor Class 11
  • Hit Points 9 (2d6 + 2)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 13 (+1) 3 (-4) 14 (+2) 8 (-1)

  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
  • Languages -
  • Challenge 1/4 (50 XP)

Born of Darkness. Magical darkness does not impede the aquatank's darkvision.

Actions

Poisonous Spines. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 piercing damage plus 4 (1d6) poison damage


Burrfish Swarm

Large swarm of small beast (heartless), chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 45 (7d10 + 7)
  • Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 13 (+1) 3 (-4) 14 (+2) 8 (-1)

  • Damage Resistances bludgeoning, piercing, and slashing
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
  • Languages -
  • Challenge 1 (450 XP)

Born of Darkness. Magical darkness does not impede the aquatank's darkvision.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Poisonous Spines. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage plus 7 (2d6) Damage Type damage, or 4 (1d6) piercing damage and 4 (1d6) poison damage if the swarm has half of its hit points or fewer.

Low-Ranking Nobodies


Dusk

Medium aberration (nobody), true neutral


  • Armor Class 14
  • Hit Points 44 (8d8 + 8)
  • Speed 35 ft., fly 35 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 15 (+2) 15 (+2) 7 (-2)

  • Saving Throws Dex +6, Wis +4
  • Skills Acrobatics +6, Perception +4
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 30 ft., passive Perception 14
  • Languages All languages it knew in life
  • Challenge 3 (1,100 XP)

Agile Attacker. The dusk does not provoke Opportunity Attacks against a creature it has damaged until the start of its next turn.

Evasion. If the dusk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Flexible Form. The dusk has advantage on all checks involving the grappled or restrained conditions. Additionally, it can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The dusk makes two puncture attacks.

Puncture. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Spinning Charge (Recharge 4-6). The dusk moves in a straight line to a point within 15 feet of it. All creatures caught in its path must make a DC 14 Strength saving throw. On a failure they take 9 (1d8 + 4) bludgeoning damage and are knocked prone.

Reactions

Contort. The dusk adds 4 to its AC against a single attack made against it which it can see. If the attack misses, the dusk can move 10 feet in any direction without provoking an Opportunity Attack from the attacker.

Universal Nobody Traits

When a creature loses their heart—often time this is due to Heartless—there's a chance that their soul transforms into a Nobody. As long as a Nobody exits they cannot be resurrected by any means short of a Wish spell, even if their Heartless is slain. More over, all Nobodies possess certain traits which aren't listed in their statblocks.

Emotionless. Nobodies have disadvantage on Wisdom (Insight) checks made to determine the emotional state of another creature. Other creatures also automatically fail any Wisdom (Insight) check made against a Nobody unless the Nobody allows them to make the check. Regardless of a creature's abilities, traits, class features, or other magical effects or benefits, a Nobody can never be charmed or frightened.

Corridors of Twilight. A Nobody can cast Plane Shift as a one minute ritual, requiring no material components and choosing any plane they desire.

Nobody Nature. A Nobody does not need to eat, drink, or breathe to survive; however, though they can if they wish to do so.

Variant Rule: (N)PCs and Nobodies

When a creature dies, it transforms into a Nobody of a challenge rating equal to or less than the original creature's level or challenge rating anywhere within the plane which it died in. If the creature's will is strong enough it may instead rise as the same creature, gaining the universal Nobody traits as well has the (nobody) tag. If the DM allows it, a player character can also rise again and become exactly like their original character.

Their Charisma score decreases by 4 (minimum 8) unless it's 18 or higher, and their alignment permanently changes to its neutral variant (Lawful Neutral, True Neutral, Chaotic Neutral). For nobodies which rise again as the same creature, they can also pick one weapon or arcane focus to be permanently bound to. They can summon and dismiss their bound weapon or focus as a bonus action.


Creeper

Medium aberration (nobody), true neutral


  • Armor Class 12
  • Hit Points 32 (5d8 + 10)
  • Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 17 (+3) 6 (-2)

  • Skills Perception +5
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, grappled, prone, restrained
  • Senses truesight 30 ft., passive Perception 15
  • Languages All languages it knew in life
  • Challenge 2 (450 XP)

Amorphous. The creeper can move through a space as narrow as 1 inch wide without squeezing.

False Appearance (Object Form Only). While the creeper remains motionless, it is indistinguishable from an ordinary object.

Shapechanger. The creeper can use its action to Polymorph into an object or back into its true. Its Statistics are the same in each form. Any Equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Spider Climb. The creeper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Versatile Adaptation. The creeper can use a bonus action to gain a single adaptation until it gains a new one or dismisses its current one as a free action:

  • Combat Adaptation. The Creeper transforms a portion of itself into one non-heavy weapon which it has seen before. It uses all the weapon's statistics but cannot use the throw property; however, it ignores the loading property, does not need ammunition, and all ranged weapon attacks deal force damage. Alternatively it can transform a portion of itself into a shield, granting itself a +2 bonus to its AC.
  • Mobility Adaptation. The creeper gains a burrow, fly, or swim speed equal to its walking speed.
  • Resistance Adaptation. The creeper gains proficiency in one saving throw of its choice and has advantage with it or it gains immunity to one damage type.

Actions

Multiattack. The creeper makes two talon attacks. It may replace them with a weapon it gains from its versatile adaptation trait.

Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 2) slashing damage.

Soon...

Credits

Art

The known creatures of Kingdom Hearts by Xelku9

ハート by otakusuzuka

Mermaid Sora by Pixiv Id 3895952

All other images (in-game renders, official sketches/artwork, etc.) were pulled from khwiki.com (not affiliated with Square Enix and Disney) and are property of Square Enix and Disney.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.