Heartless armour Species in Old Zenithas | World Anvil
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Heartless armour

Inspired by the kingdom hearts boss; by square enix and disney
Giant sets of disjointed armour. the hands and head are seperated from the main body and float as if weightless, though they are anything but. Strangely, the feet and hands are to an extent seperate entities. This knightly monstrostrosity has a long mean streak, and will often target the physically weak looking first, even attacking civillians instead of the threat at times. Beware however; for the rarer 'opposite armour' is significant stronger than the standard 'guard armour' version, having greater attack power and even an energy cannon torso. They usually masquerade as the former type until sufficiently damaged- often when a seasoned foe becomes overconfident and sensing victory.

  Strategy tip: using non-divine magic against these monsters is ill-advised, as they resist most elemental magics, notably except lightning.

Basic Information

Anatomy

bipedal hourglass-figured armour with boot-like feet and clawed hands. in the case of the 'opposite armour' the hands and feet swap positions.

Dietary Needs and Habits

They consume the souls of the particularly evil (often creating more Heartless in the proccess). some will even consume the heart of a world should they gain access to one, resulting in said world falling to the forces of darkness

Additional Information

Domestication

Are you kidding?!

Uses, Products & Exploitation

They generally serve as lieutenants and/or war machines in a heartless army.

Facial characteristics

Their Yellow eyed, featureless shadowy face is usually concealed behind a metal visor. that is unless they are an opposite armour, in which on entering their 2nd for the visor drops to reveal thier unblinking, unnerving visage.

Average Intelligence

Moderate. They are capable of solving puzzles, navigating, and making educated guesses to the wherabouts of enemies and entryways to world hearts.

Perception and Sensory Capabilities

100ft improved darkvision (devil's sight), can sense good and evil alignments, and can detect particularly good or evil creatures within 500ft of it using an action.
Huge Elemental (heartless Chaotic evil AC: 19, MOV: 35ft, HP: 100 (14D10+30), legs/arms HP: 40 (4D12+16) per pair 
STR: 23, Dex: 14, CON: 16, INT: 7, WIS: 10, CHR: 4
Proficiencies: Athletics+9
Challenge: 10 [5,900 exp] (CR 13 if second form used)
Traits:
Damage immunities: Darkness, necrotic
Damage resistances: fire, thunder, cold, water, wind, earth, nature.
Damage vulnerabilities: radiant.
Condition immunities: deafened, blinded (darkness), bleeding, stunned, paralysed.
Seperate and yet not: the hammerlegs and gauntlets act on their own 'turn' on the same initiative as the main body. health drop: on defeat of either the arms or the legs, all non-heartless creatures within 15ft of the creature regain 1d6+2 hit points.
Second form (optional-): when it takes 25 or more damage, the creature may use its action to regain 40 ( or 3D10+10) hit points (this may exceed its maximum-in which case its max hp increases). While in this state; the hammerarms and gauntlets switch positions, it gains the 'energy cannon' attack, and all of its attacks deal and additional +3 damage of their primary damage type. It's movement speed also becomes a hover speed.
Genetic Ancestor(s)
Average Height
25ft tall
Average Weight
3000lbs
Average Physique
despite being a disconected set of 'parts', this creature is on par with giants in terms of raw strength.
Body Tint, Colouring and Marking
Usually purple and black as a base, though white with yellow and red trim and even golden with blue torso varients have been heard of in stories and eye-witness accounts during the War of the darkness..
Geographic Distribution
Attacks:
Hammerleg: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 1d10 + 7 bludgeoning damage.
Gauntletarm: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d8+2 piercing damage.
Tornado spin (torso) (recharge 4-6):All creatures (including allies) adjacent to the torso must make a dexterity saving throw (DC13). The creatures take 2D12+12 slashing damage, halved on a success. Creatures failing this save are knocked backwards 5ft and fall prone.
Slam (torso):Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d12+3 Bludgeoning damage.
Energy cannon (2nd form, recharge 5-6): Ranged magic Attack: +5 to hit, range 50 ft., one target. Hit: 3D10 lightning damage.
Legendary actions:
This creature may make 1 of the following each round:
Move: the Heartless armour moves up to it's movement speed
Fullbody attack: if all body parts are present, The heartless armour may attack all creatures directly in front of it and upto 10ft forward past that. it also moves that distance if in 2nd form. the attack is as follows: Melee Weapon Attack: +9 to hit, reach 15 ft line., all targets. Hit: 1d8 slashing +1d8 piercing +1d8+6 bludgeoning.

  Loot:
Spell scroll: Spell scroll: Fire (always), Aero (always in 2nd form), Lucid gem (50%), Guard armor's helm (20%)

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