A war between the radiant light of hearts against darkness. This is the world of Kingdom Hearts.
Played | 26 times |
Cloned | 8 times |
Created | 75 days ago |
Last Updated | 6 days ago |
Visibility | Public |
Description
The Darkball is a chaotic fiend born from the essence of darkness itself. It thrives in shadows, using its unpredictable nature to confuse and harm its foes with bursts of necrotic energy and erratic movements.
Size | Medium |
Type | Fiend |
CR | 2 |
XP | 450 |
Languages | None |
Armor Class | 11 |
HP Range | 49 - 69 (Avg: 59) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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, then expands and expels dark energy, forcing creatures within 10 feet to make a DC 12 Constitution saving throw, taking 11 (2d10) necrotic damage on a failure or half on a success. If used again while small, it becomes tiny and the damage increases by 5 (1d10). 2. Berserk: Creatures within 5 feet must make a DC 12 Dexterity saving throw, taking 7 (1d8 + 2) bludgeoning damage on a failure. 3. Charging Bite: Melee attack with +4 to hit, dealing 9 (2d6 + 2) piercing damage, and the darkball can move up to its speed for free. 4. Do nothing: The darkball forfeits its action.