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Darkside, Heartless

Monarch
Huge Fiend (Heartless), Chaotic Evil

Armor Class 18 (Natural Armor)


Hit Points 300 (24d12 +144)
Speed 40 ft.

STR DEX CON INT WIS CHA


26 (+8) 12 (+1) 22 (+6) 6 (-2) 12 (+1) 10 (+0)

Saving Throws: STR +12, DEX +6, CON +10


Skills: Athletics +12
Damage Vulnerabilities: Radiant
Damage Immunities: Necrotic, Poison
Damage Resistances: Bludgeoning, Piercing, and
Slashing from nonmagical weapon.
Condition Immunities: Charmed, Frightened,
Poisoned
Senses: Dark Vision 120 ft. , Passive Perception 11
Languages: Understands Abyssal but cannot speak
Challenge: 15 (13000 XP)

Legendary Resistance (3/day). If Darkside fails a


saving throw, it can choose to succeed instead.
Siege Monster. Darkside deals double damage to
objects and structures. Dark Aura (recharge 5-6). Darkside summons a dark
aura around itself, extending in a 20-foot radius. All
Actions creatures within the aura must make a DC 18
Constitution saving throw. On a failed save, a
Multiattack. Darkside may make 3 Heartless Strikes. creature takes 28 (8d6) necrotic damage and is
Heartless Strikes. Melee Weapon Attack: +12 to hit, blinded until the end of its next turn. On a
reach 10 ft., one target. Hit: 27 (4d8 + 8) successful save, the creature takes half damage and
bludgeoning damage. isn't blinded.
Graviga Surge. Darkside slams the ground, creating a
gravitational surge. Each creature within a 30-foot
Legendary Actions
radius centered on Darkside must make a DC 18 Darkside can take 3 legendary actions, choosing
Dexterity saving throw, taking 35 (10d6) force from the options below. It can only use one
damage on a failed save, or half as much damage on legendary action at a time and only at the end of
a successful one. Additionally, on a failed save, the another creature's turn. Darkside regains spent
creature is knocked prone. legendary actions at the start of its turn.
Heart Seeker (3/day). Darkside conjures a powerful Heartless Slam. Darkside makes one Heartless
dark orb that homes in on nearby enemies. Darkside Strikes attack.
casts this ability as an action, targeting up to three
Gravity Pull. Darkside forces one creature within 60
creatures within 60 feet of it. Each target must
feet of it to make a DC 18 Strength saving throw or
make a DC 18 Dexterity saving throw, taking 42
be pulled 20 feet closer to Darkside.
(12d6) necrotic damage on a failed save, or half as
much damage on a successful one. The orb then Shadow Step. Darkside teleports up to 60 feet to an
moves to the nearest creature within 30 feet of the unoccupied space it can see.
original target and repeats the saving throw and
damage. This process continues until the orb has
targeted three creatures or there are no more valid
targets within range.
Created by Major Illusion
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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