Kingdom Hearts RPG Guide
Kingdom Hearts RPG Guide
I've been having these weird thoughts lately... Like, is any of this for real... or not?
-Sora
If you have questions, comments, suggestions, or just want to let me know how your game
went, please direct them to khttrpg@gmail.com. I’d love to hear any and all feedback.
Current content:
   - Kingdom Hearts
   - Chain of Memories
CHARACTER CREATION
        Each primary stat begins with a d4 in each attribute. At level one, you start with 20 Ability
Points to spend. You can spend these in several ways:
     Increasing a Primary Stat or Skill by one die.
     Buying a Spell or Special Ability
     Increasing HP, Defense, or MP by 1.
Skills may not have a higher die type than their associated Primary Stat.
        For example, if you were to raise an attribute by one die type, a d4 in Body would
become a d6 in Body. This cannot go past a d20.
                                                                                                   1
        Munny and Fame represent your buying power and your power to convince people of
things, or take on larger tasks. You have 1d6 Munny to start with, and 0 Fame. They increase
as rewards by the DM for deeds done during gameplay.
PRIMARY STATS
    BODY
        o How strong, fast, or tough a character is. Represents general athletic ability.
           Manages physical damage.
    MIND
        o How intelligent a character is. Represents intellectual ability and retention.
           Manages many skills.
    HEART
        o How strong a character’s spirit is. Represents strength of will. Manages magical
           damage.
SECONDARY STATS
Hit Points (HP)
     How much damage a character can take before succumbing to darkness.
     By default the player starts with 1 HP. This can be increased with AP or Equipment.
     HP dropping below 0 doesn’t kill the player. Instead the player is required to make a
        HRT saving throw. If they roll below a 4, they take 1 point of temporary darkness from
        their HEART score.
     HP can be increased by 1 by spending 1 AP.
Defense
     How easy a character is to hit.
     This is by default 1. It can be increased with AP or Equipment.
     Defense is increased in the same way that Primary Stats or skills are, with each
        subsequent rank costing another point than the last. From Defense 1 to 2 costs 1 point.
        2 to 3 costs 2 points, 3 to 4 costs 3, etc.
Magic Points
     How many times per long rest the player can use a Special Ability.
     This is by default 15. It can be increased with AP or Equipment.
     MP can be increased by 1 by spending 1 AP.
Drive Gauge
     How much potential the player’s Drive abilities have, and how fast the gauge fills.
     This is by default 10. It can be increased with AP or Equipment.
     The Drive Gauge can be increased by 1 by spending 1 AP.
Munny
     How much money a character has.
     Starts at 0, increases with deeds.
Fame
     How recognizable or influential a character is.
     Starts at 0, increases with deeds.
Ability Points (AP)
     Used to buy special abilities.
     Can be awarded by the DM for outstanding RPing or clever puzzle-solving.
RACES
Human
   +1 die type to any attribute.
                                                                                                  2
Cartoon
    +2 HEART, -1 BODY.
MODIFIERS
Heartless
    +2 BODY, -2 MIND, take 50% Darkness damage, X2 Light damage.
Nobody
    +2 BODY, -2 HEART, take 50% Darkness damage, X2 Light damage.
SKILLS
Climb                   Body
Computers Mind
Driving/Piloting Body
Games Mind
Intimidation Mind
Investigation Mind
Knowledge Local Mind Knowledge of the particular world you are in.
Notice Mind
Persuasion Mind
Repair Mind
Stealth Body
       Abilities and Spells are special attacks and character modifiers you can buy with AP.
Executing most of them takes a standard action to do, although if there are exceptions it is listed
under the description of the ability.
                                                                                                  3
        Team Attacks require several players to have the same ability, and use up the turns of
any players involved. They tend to do more damage. Subslot abilities are abilities that modify
existing ones. They operate the same way as their primary counterpart, but have an added
bonus for a small amount of extra MP. Finishers are special abilities that do extra damage, but
deplete the Drive Gauge.
ROLEPLAY
        For those unfamiliar with the source material, or who are just having trouble coming up
with a character, it may be useful to consult the following tables in order to determine what sort
of character you have. These are by no means required, but may give you a starting point to
build a character off of. The DM is suggested to take these motivators into account when
designing adventures and story arcs.
MOTIVATIONS: A motivation can give you a starting idea on who your character is as a person
and what makes them tick.
D20 Roll   Description
1          Wanderlust: Your character was born on a world that felt all-too small. They braved many dangers in
           search of adventure, and found out that there are many worlds out there that share the same sky.
2          Power: Your character felt stifled, far too weak. Whether it’s to protect others, or for their own selfish
           ends, your character wanted to amass power. How they come across it is up to you…
3          Rescue: Your character lost someone important to them, and will cross any expanse necessary to
           save them.
4          Accident: Your character stumbled on to forces beyond their control, sending them stumbling into the
           larger world. While it may have been an accident, they’re out to make the best of their situation.
5          Treasure: Your character has heard tales of a legendary weapon or artifact that makes their mouth
           water. They’ll stop at nothing to get their hands on it.
6          Revenge: Something terrible was done to your character, or someone they love. Now they are on a
           quest to bring the perpetrator to justice. How far will they go?
7          Honor: Perhaps your character belongs to a chivalric order, or maybe they live by a strict moral code.
           Either way, they feel duty-bound to enact justice wherever it is needed.
8          Secrets: The world contains many mysteries, and your character wants to learn them all! They have
           roved out in search of some truth, and are eager to learn more.
9          Learning: Your character is a student of some kind. Perhaps a squire, or a wizard-in-training. Either
           way, they have something to prove and much to gain by completing the mission they are on.
10         Mission: Your character has been sent on a quest by someone important to them. They must do
           whatever they can in order to complete this mission.
11         Obsession: Your character is obsessed with something. Perhaps it’s an artifact? Perhaps a concept,
           or an ideal. Either way, this drives their every action, and they are consumed with seeking it.
12         Truth: Something isn’t right. Something, in your heart or mind, is missing. There is a gap where your
           memory should be. You must find out what’s happened to you, or you will never know peace.
13         Debt: You owe someone big time. Maybe it’s money. Maybe it’s your life. You have placed yourself,
           or been placed, in the debt of someone else.
                                                                                                                        4
14         Loss: Your home was destroyed entirely. You managed to survive, and with no other options you
           wandered out into the greater world. Perhaps you’re looking for another home, or maybe revenge?
15         Good News: You know a greater truth of the world, and it’s your job to spread it! You know the new
           good news, and you won’t rest until everyone has been enlightened.
16         Loner: You wander about to avoid making permanent ties. But perhaps this latest adventure is the
           one that will finally forge a bond within you.
17         Fame: You are a star waiting to be born! You are on a quest to spread your name far and wide. But
           are you seeking fame, or infamy?
18         Perfection: You want to be the absolute best at something. It could be a martial skill, a discipline, a
           collector, any number of things.
19         Fear: You are running from something. It could be your past life, a responsibility, or the horrible things
           you’ve done. You want to start over, but the looming specter of your past haunts you.
20 Friendship: You’re just looking for friends. Are you looking for more, or your first ones ever?
INITIATIVE
         When combat begins, all players and enemies draw a card from a deck. Whoever has
the highest value card goes first, with Aces being high. In the event of a draw, cards take priority
in this order. Hearts > Clubs > Spades >Diamonds. To remember, try this pneumonic: “Help,
Cure Sora, Donald”.
If a player draws the Joker card, they may interject with their turn at any time.
It is advised to group enemies together under a single card, as the Kingdom Hearts RPG
emphasizes large groups of enemies in combat.
COMBAT
          To attack, the player makes a Body roll if attacking physically, or Heart roll if casting a
spell to determine if they hit. If the player passes the Defense threshold of the enemy, the player
inflicts the damage they have rolled.
          All attacks have a basic attack that does a d4 of damage, but Abilities and Weapons can
modify damage.
          Damage output is calculated like so: Primary Stat+Ability Used+Weapon Damage.
If no special Ability or Weapon was used, then those are skipped.
          During combat, a player may do a base attack, use an Ability, or take a skill action.
Some skill actions like notice or knowledge are free actions. Speaking is always a free action.
          If an enemy’s HP is reduced to 0, they are destroyed and removed from play. If the
player’s HP is reduced to 0, they must interact with their Heart Primary Stat.
          All combatants threaten the 8 squares around them. An enemy leaving a threatened
square allows for one free Attack of Opportunity (AOO) per round per player or enemy. Healing
spells provoke Attacks of Opportunity.
                                                                                                                        5
EXPLODING DICE
        If the player ever rolls the maximum number on a die, the die “explodes” and the player
can roll again and add the total to their roll. This goes on for as long as the player keeps rolling
the max number. Certain items and abilities can increase the player’s range to explode.
        Conversely, rolling a 1 on your Primary Stat die is an automatic failure.
ASSISTANCE
        Both players and enemies can Assist allies in combat. This involves giving up their turn
in order to add their Attack roll to an ally’s attack roll. For example, if a Shadow has 1d4 Attack,
two supporting Shadows could give up their turn to assist the first one, giving it a total of 3d4 to
attack.
MUNNY
      Munny is an expendable resource awarded by the DM. Generally for an easy combat,
the DM might award 1 or 2 Munny per player. Once Munny is spent, it is gone, the resource
does not replenish unless the DM gives it to the player through combat or through treasure.
DRIVE GAUGE
        The Drive Gauge is a meter that fills up whenever a spell or special ability is used. By
default, Drive Gauge maxes out at 10, but can be increased by spending AP. Whenever a
player is in their standard form, using a spell or ability increases the Drive Gauge by 1. When
the player has amassed enough points in their Drive Gauge, they can enter a Drive Form or use
a Finisher.
        Drive Forms are special transformations the player can enter to gain a boost in stats and
gain access to special abilities that are unavailable elsewhere. While a Drive Form is active, the
Drive Gauge decreases by 1 every round. Using a special ability while in a Drive Form depletes
the Drive Gauge by the MP cost of the ability, as well as using up MP as normal.
        When the Drive Gauge reaches 0 again, the player reverts to normal.
        Finishers are unique abilities that can be used by spending both Drive Gauge points as
well as MP. They are often more powerful than most special abilities.
ACTIONS
                                                                                                       6
       Different kinds of actions in the Kingdom Hearts RPG can be seen as either “Standard
Actions”, “Move Actions” or “Free Actions”. All characters get one standard, one move, and a
number of free actions up to the DM’s discretion in every round of combat.
         A Move Action is the ability for a character to move a certain amount of space during a
round of combat. Every character has a base movement speed, which determines how much
ground they can cover over the course of 1 round, or 30 seconds. This is displayed in
increments of 5ft. For the purposes of tabletop gaming, 5 ft. is considered a “square” on most
board layouts. Movement speed can be broken up. For instance, a character with a base speed
of 30 ft./sec. could move up 15 ft., attack an enemy, then move away the remaining 15 ft.
         Some other actions could be considered a move action. Dropping to or standing from a
prone position, entering stealth, or climbing could be considered move actions.
        A Free Action is any action that does not require an inordinate amount of effort. The
player can have as many of these as the DM will allow. Talking is always a free action. Other
examples are Knowledge skill checks, dropping a weapon or item, or Notice skill checks.
       A Reaction is any action that is triggered by the actions of another character. While a
player might have several different abilities that allow for different types of Reactions, each
player may only make one Reaction per round.
ADVANCEMENT
       The players gain Ability Points at the DM’s discretion. This can be for completing
combat, solving a puzzle, particularly clever roleplaying, or any other aspect of the game the
players manage to excel at. A normally-paced game will reward the players with one ability point
for completing a challenge. However the DM may award more or less depending on how fast
they would like the players to advance.
    Upon leveling up, the player gains an Ability Point, and may do one of the following things:
     Increase a Primary Stat
     Increase HP, Defense, or MP by 1.
     Gain a new Ability
     Increase 2 Skills by 1
     Gain 1 new Skill
TARGET MODIFIERS
Name         Effect
Projectile A projectile that can hit a target within range of the player. Can be blocked by cover.
Spot A spot on the map within the player’s view within range.
                                                                                                       7
Person or    A specific enemy or target within the player’s range.
Target
Line A line, originating from the player that stretches a certain length.
Cone         A cone, emanating from the player. It starts at 1 square in width, and an additional two squares in width
             are added in a triangular shape for the range of the spell.
STATUS EFFECTS
Name         Effect
Frozen -2 to Defense.
Poisoned -2 to damage.
Doom         Starts a counter on a creature that counts down from 5 each round. When the counter reaches 0, the
             creature dies instantly. Spellcaster must be killed or hit 6 times to stop the countdown.
Terrorized Target will use their full move action to flee in the opposite direction.
Angry Disadvantage on attack rolls, but an extra d6 of damage in the event of a successful hit.
Confused 1/3rd chance the target will attack either themselves, an ally, or the intended target.
       Any time a player or enemy attempts to inflict a status condition they must make a
separate Heart roll against the opponent’s Defense, with no other bonuses. Lower tiered spells
have a penalty to this roll, indicating that it is harder to inflict a status condition with a weaker
spell.
ABILITIES
TIER 0 SPELLS
Name         Damage      Range             Effects                                   MP   AP    Requirements Type
                                                                                                                         8
                                     take 1 point of damage.
TIER 1 SPELLS
Name        Damage   Range           Effects                                 MP   AP   Requirements Type
Fire Wall   None     20 ft. Line     Wall of fire that inflicts Burned on    2    1    Fire        Fire
                                     any that end their turn in it.
Temper      None     15 ft. Cone     Inflict the Burned condition, knock     2    1    Fire        Fire
Flare                                enemies back to the edge of the
                                     cone.
Ice Burn    None     20 ft. Spot     Create a puddle that if walked          1    1    Blizzard    Ice
                                     through, knocks an enemy prone.
                                     Lasts for 2 rounds.
Bind None 15 ft. Person -2 to inflict Bind for 1 Round 1 1 None Space
Wind        None     Self            Enemies cannot enter 5 ft. radius       1    1    Aero        Wind
Armor                                around you for 2 Rounds.
Wind        None     15 ft. Cone     Blows targets back. Does no             1    1    Aero        Wind
                                     damage.
Stop None 15 ft. Person Inflict Paralyzed for 1 Round 2 1 None Time
Time Out    None     10 ft. Radius   -2 to inflict Bind in a 10 ft. Radius   2    1    Stop        Time
                                     for 1 Round
Terror None 20 ft. Person -2 to inflict Terror for 1 Round. 1 1 None Darkness
Confuse None 15 ft. Person -2 to inflict Confuse for 1 Round 1 1 None Darkness
Dark None 30 ft. Spot Create a portal to teleport between 1 1 None Darkness
                                                                                                             9
Corridor                               any two known locations. Unless
                                       properly protected, take temporary
                                       Darkness damage to your HRT
                                       score every round in the portal as if
                                       failing your saving throws.
Adjust       None     5 ft. Person     Improve someone’s opinion of you,        2    1    Sample         Memory
Memory                                 giving an advantage on speech                      Memory
                                       checks.
Present      None     5 ft. Person     Give someone a present that              1    1    None           Physical
                                       explodes at the end of your turn,
                                       damaging enemies and allies for
                                       1d4 damage.
TIER 2 SPELLS
Name         Damage    Range           Effects                                  MP   AP   Requirements Type
Homing       +1        30 ft. Actor    -2 to inflict Burned for 2 Rounds.       2    2    D6 HRT, Fire   Fire
Fira                                   Creates a ball of fire that can be
                                       moved up to 30 ft. Does damage
                                       on contact, disappears after 1
                                       Round.
Blazing      +1        15 ft. Cone     -1 to inflict Burned for 2 Rounds        2    2    D6 HRT, Fire   Fire
Fury
Firetooth    None      5 ft. Person    Set your weapon on fire. -2 to inflict   2    2    D6 HRT, Fire   Fire
                                       Burned for 2 Rounds with every
                                       standard attack.
Ice Needle   +2        15 ft. Actor    Creates ice needles that can move        2    2    D6 HRT,        Ice
                                       up to 30 ft. in one round. Damages                 Blizzara
                                       for 1d4 anyone who touches them
                                       on the first round, acts as a barrier
                                       afterward.
Icy Terror   +1        15 ft. Radius   -1 to inflict Frozen for 2 Rounds        2    2    D6 HRT,        Ice
                                                                                          Blizzard
Slide        None      5 ft. Person    Coat your weapon in ice. -2 to inflict   2    2    D6 HRT,        Ice
Break                                  Frozen for 2 Rounds with every                     Blizzard
                                       standard attack.
                                                                                                                10
Thundara     +2     20 ft. Radius   -1 to inflict Stunned for 2 Rounds        2   2   D6 HRT,         Thunder
                                                                                      Thunder
Warpinator   None   5 ft. Person    -7 to destroy the nearest enemy           2   2   D6 HRT,         Space
                                    instantly. Does not work on targets               Gravity
                                    with more HP than the caster.
Teleport     None   20 ft. Radius   Use your standard action to teleport      3   2   D8 HRT,         Space
                                    behind an enemy.                                  Gravity, Stop
Magnet       +1     15 ft. Radius   Pulls all enemies within a 30 ft.         3   2   D6 HRT,         Space
Spiral                              radius 15 ft. closer to you, then                 Gravira
                                    does damage within a 15 ft. radius.
Synchro      None   20 ft. Radius   Average out the HP between two            3   3   D6 HRT,       Space
                                    targets.                                          Gravira, Cura
Aerora None 30 ft. Person +3 Defense for 4 Rounds 2 2 D6 HRT, Aero Wind
Storm’s      None   Self            Enemies cannot enter 10 ft. radius        2   2   D6 HRT,         Wind
Eye                                 around you for 3 Rounds.                          Aerora
Blossom      None   20 ft. Radius   Creates a shower of petals that           3   2   D6 HRT          Plant
Shower                              damage all who end their turn in
                                    the radius for 1 point of damage.
Stopra None 30 ft. Person Inflict Paralyzed for 2 Rounds 3 2 D6 HRT, Stop Time
Shock        +1     20 ft. Radius   Knocks enemies back 20 ft., -1 to         3   2   D6 HRT, Stop Time
Impact                              inflict Paralyzed for 1 Round.
Dark         None   5 ft. Target    Drain 1d4 HP from an enemy to             2   2   D6 HRT, Cure Darkness
Punisher                            yourself. If this kills the enemy, only
                                    drain the remaining HP.
Dark Rush +1 20 ft. Line Use both your standard and 2 2 D6 HRT Darkness
                                                                                                              11
                                         movement action to rush forward,
                                         damaging anything in your path for
                                         1d4 damage.
Holy           +2        10 ft. Radius   Calls down a pillar of light. Allies   3    2    D6 HRT       Light
                                         within the radius get a +1 to DEF
                                         for a turn, enemies take damage.
               Holy      +10 ft.         Extends the radius of Holy.            3    3    D8 HRT, Holy Light
               Burst
Miracle None 20 ft. Radius Restores 1d4 HP and MP. 3 3 D8 HRT, Cura Light
Omnilaser      None      15 ft. Actor    Create a stationary portal that can    3    3    D8 HRT       Light
                                         shoot one laser per round for 1d4
                                         points of damage. Lasts 3 rounds.
Delete         None      5 ft. Person    -2 to delete the last few minutes      2    2    D8 HRT,      Memory
Memory                                   from someone’s mind.                             Sample
                                                                                          Memory
Overwrite      None      15 ft. Person   Change a memory slightly. Can          3    2    D8 HRT,      Memory
Memory                                   only overwrite one element per                   Sample
                                         casting. -1 to success each time an              Memory
                                         element of a specific memory is
                                         edited. Cannot change more than 4
                                         elements of an event. If the check
                                         fails, the original memory returns.
Blast          None      10 ft. Actor    Summon a barrel that can move in       2    2    D8 HRT,      Physical
Barrel                                   a line 5 ft./Round. Upon contact                 Present
                                         with someone it explodes, doing
                                         2d4 damage in a 10 ft. radius.
TIER 3 SPELLS
Name             Damag    Range          Effects                                MP   AP   Requirements Type
                 e
Firaga Burst     None     20 ft.         Inflict Burned for 4 Rounds on a       4    4    D10 HRT,     Fire
                          Radius         wide radius.                                     Firaga
Firaga Break     +4       30 ft. Line    Create a large line of fire magic.     5    4    D10 HRT,     Fire
                                         Anyone ending their turn in it takes             Firaga
                                         1d6 points of damage.
Blizzaga         +4       80 ft. Spot    Inflict Frozen for 4 Rounds            4    4    D10 HRT,     Ice
                                                                                          Blizzara
                                                                                                               12
Diamond        None   30 ft.        Inflict Frozen for 2 Rounds               4   4   D10 HRT,      Ice
Dust                  Radius                                                          Blizzaga
Freeze         None   30 ft.        Unblockable. Encases a foe in ice,        4   4   D10 HRT,      Ice
                      Person        but only lasts one round. 1/Rest.                 Blizzara
Warp           None   15 ft. Cone   -7 to destroy all enemies within a        6   5   D10 HRT,      Space
                                    15 ft. cone. Does not work on                     Warpinator,
                                    enemies with more HP than the                     Gravira
                                    caster.
Whirlwind to   +3     20 ft. Spot   Summons a Large tornado for 2             5   5   D10 HRT,      Wind
the Void                            Rounds. Tornado can move 30                       Aeroaga
                                    ft/Round, anyone who ends their
                                    turn in it is inflicted Stunned and
                                    knocked prone.
Cyclone        None   20 ft. Spot   Summons a fixed Large tornado.            5   5   D10 HRT,      Wind
Snatch                              Anyone who ends their turn within a               Aeroaga
                                    30 ft. radius of it is drawn 15 ft.
                                    towards it. Anyone who ends their
                                    turn within a 15 ft. radius of it takes
                                    1d4 points of damage.
Rockshatter    +3     20 ft. Line   Summons 4 rocks that shoot off in         5   5   D10 HRT,      Earth
                                    cardinal directions from the caster.              Ground
                                                                                      Impact
Stopga         None   60 ft.        Inflict Paralyzed for 3 Rounds            6   5   D10 HRT,      Time
                      Person                                                          Stopra
Lethal Frame   None   N/A           Take an extra turn at the end of the      5   5   D10 HRT,      Time
                                    round.                                            Stopga
Catastrophe    +2     30 ft.        Two-turn attack. On the first turn,       5   5   D10 HRT       Light
                      Projectile    take aim at an enemy, doing 1d4
                                    points of damage. If the enemy has
                                    not moved, on the second turn do
                                    2d6 points of damage.
Copy           None   15 ft.        Copy the attack of an enemy and           4   5   D10 HRT,      Memory
Memory                Person        store it. Can take this ability                   Sample
                                    multiple times to copy more                       Memory
                                    attacks.
                                                                                                            13
                                           Memory has been used on that                         Overwrite
                                           person.                                              Memory
Furious            None      20 ft.        Inflict Stunned in a 15 ft. radius,       4     4    D10 HRT         Physical
Bellow                       Radius        pushes enemies back to the edge
                                           of spell.
TIER 4 SPELLS
Name          Damage       Range           Effects                                   MP    AP   Requirements     Type
Ragnarok      5D6          15 ft. Radius   Fire a powerful burst spell.              All   5    D20 HRT          Light
Mega          +5           30 ft. Cone     Cast an incredibly large fire spell.      10    5    D20 HRT,         Fire
Flare                                                                                           Firaga
Raging        +3           20 ft. Actors   Summons 1d4 Large fire tornados           10    5    D20 HRT,         Fire
Storm                                      that can move at 20 ft./Round.                       Firaga,
                                           Anyone ending their turn in them                     Aeroaga
                                           takes 2d4 points of damage and
                                           can be Burned.
TEAM ABILITIES
Name          Damage       Range           Effects                                   MP    AP   Requirements     Type
Wild          +3d6         15 ft. Line     Two players carry a third like a          5     5    D8 BODY          Physical
Crush                                      battering ram. Takes all three
                                           player’s turns to use. Uses the
                                           battering ram player’s BODY stat
                                           for damage.
Stardust      +1d6         Varies          Make a physical attack with a DC          3     5    D8 BODY          Physical
Blitz                                      of 3 to baseball-swing another
                                           player’s spell into an enemy for
                                           extra damage.
Furious       +1d4         15 ft. Target   Knock an enemy at another player,         7     5    D8 BODY          Physical
Volley                                     who can hit the enemy back to you.
                                           Each successive hit deals an extra
                                           d4 of damage and is another -1 to
                                           hit. Ends on the first miss.
Trinity       10D6         20 ft. Radius   The whole party must sacrifice a          All   5    D12 HRT          Light
Limit                                      turn to cast.
SUMMONS
Name                Damage       Radius    Effects                                         MP      AP       Requirements
                                                                                                                         14
Omnislash         +3              20 ft.        Attacks enemies in a line.                    5     2       D8 HRT
(Cloud)                           Line
Lucky Bounty      None            None          Digs up a random item from the Potions        5     3       D8 HRT
(Pluto)                                         table. On a 1, finds nothing. Can be used
                                                once per long rest.
Smash             +2              10 ft.        Goofy knocks a target into the air. Hit the   5     3       D8 HRT
(Goofy)                           Radius        target’s DEF to deal an extra 1d6 damage.
Lamp Charm        None            Varies        Genie mimics your actions for 2 turns.        5     3       D8 HRT
(Genie)
Feather Charm     +1              15 ft.        Attacks any enemies within reach for 1        5     2       D8 HRT
(Peter                            Radius        point of damage. Can make up to 1d4
Pan/Tinkerbell)                                 attacks.
REACTIONS
Name           Damage     Range            Effects                                 MP         AP   Requirements Type
Evolution      None       20 ft.           Subtract up to 1d4 HP from your own     3          4    D8 HRT       Reaction
                                           HP and give it to an ally.
Barrage        None       20 ft.           Move an enemy within line of sight 5    1          2    D6 BODY      Reaction
                                           ft. away from you.
Card Break     None       5 ft.            Make an opposed attack roll to          3          3    D8 BODY      Reaction
                                           prevent an enemy from attacking.
                                           Uses up your standard action.
TIER 1 ABILITIES
Name           Damage     Range            Effects                                 MP         AP   Requirements Type
Dodge Roll None N/A Move without provoking AOO. 1 1 None Physical
Slapshot +1d4 5 ft. Add 1d4 damage to a base attack. 1 1 None Physical
Vortex None N/A +5 ft. Range to any base attack. 1 1 None Physical
                                                                                                                       15
Combo         None       N/A      +1 attack.                                 Passive   1    None           Physical
Plus
Scan None 20 ft. Free action to see enemy’s HP. 0 1 None Physical
Applause!     None       15 ft.   Quickly close the gap between an           1         1    D8 MIND        Physical
                                  enemy.
Spiral Wave   +1d4       10 ft.   Attack in a spiral in a cone in front of   1         1    D6 BODY        Physical
                         Cone     you.
Strike Raid   +1d4       20 ft.   Hurl the keyblade at an enemy. Takes       1         1    D6 HRT, D6     Physical
                                  a turn to re-summon.                                      BODY
Helm Split    None       5 ft.    Knock 1d4 enemies adjacent to you          1         1    None           Physical
                         Radius   back 5 feet.
TIER 2 ABILITIES
Name          Damage     Range    Effects                                    MP        AP   Requirements Type
Ripple        None       N/A      Use HEART to calculate damage              Passive   2    D6 HRT         Physical
Drive                             instead of BODY.
                                                                                                                16
Stun Impact   +2       5 ft.     Inflicts Stunned at a -1.                1          2    D6 BODY      Physical
Second        None     N/A       Keep 1 HP after taking a fatal hit.      1/Rest     3    None         Healing
Chance
Jackpot None N/A Loot more items at DM’s discretion. 1/Rest 3 D8 MIND Physical
Tech Boost    None     N/A       Gain additional Ability Points.          1 Every    3    D8 HRT       Physical
                                                                          2 Levels
Charge        None     20 ft.    Rush forward and knock an enemy          1          3    D8 BODY      Physical
                                 Dazzled for 2 turns.
Crescent      None     +10 ft.   Leap 10 feet into the air to attack      Passive    3    D8 BODY      Physical
                       Cone      flying enemies.
Impulse       +1       5 ft.     Knock an enemy into the air, then        2          2    D8 BODY, 2   Physical
                                 spike them into the ground for 1d4                       attacks
                                 splash damage in a 5 ft. radius.
Maelstrom     +2       5 ft.     Hit an enemy many times for 1 point      2          2    D8 BODY      Physical
                                 of damage. Each successive attack
                                 gets an additional -1 to hit. Ends on
                                 the first miss.
Drop Shot     +2       15 ft.    Slam your weapon into the ground.        2          2    D8 BODY      Physical
                       Cone      -1 to inflict Dazzle in a 15 ft. cone.
TIER 3 ABILITIES
Name          Damage   Range       Effects                                MP         AP   Requirements Type
Blitz +2d6 10 ft. Strike enemies in front of you with 2 3 D6 BODY Physical
                                                                                                              17
                           Line           a leap.
Critical Plus   None       N/A            Subtract 1d4 from the explode            1/Rest    3    None         Physical
                                          chance of an attack.
MP Haste        None       N/A            Reduces the MP cost of a spell by        1/Rest    3    D8 HRT       Physical
                                          2.
Second          None       N/A            When healed from being knocked           1/Rest    3    None         Healing
Wind                                      out, double the amount of HP
                                          received.
Reflect Raid    +1d4       20 ft.         Hurl the keyblade at an enemy.           3         3    D8 HRT, D8   Physical
                           Line           Bounces off 1d6 enemies. Takes a                        BODY
                                          turn to re-summon.
Superglide      None       N/A            Can fly as a movement action for         Passive   4    D8 HRT       Physical
                                          30 ft/sec.
Deathscythe     +3         20 ft.         Fire a 10ft wide projectile in a line.   3         3    D10 BODY     Physical
                           Projectile
TIER 4 ABILITIES
Name            Damage     Range        Effects                                    MP        AP   Requirements Type
Leaf Bracer     None       N/A          Casting Cure does not provoke              Passive   4    D10 HRT      Healing
                                        AOO.
Ars             13D4       15 ft.       Unleash a flurry of blows.                 1/Rest    4    D10 BODY     Physical
Arcanum
3 5 3 +10 ft/Round, -3 HRT checks, ½ damage from Darkness attacks, X2 from light.
                                                                                                                      18
Special Abilities
Dark Firaga     +2         20 ft.           Fire a blast of dark fire that explodes on        3    3             Darkness,
                           Projectile       impact. Does 1d4 splash damage in a 10 ft.                           Fire
                                            radius.
Shock Slash     +2         20 ft.           Fire 1d4 bursts of darkness that can inflict      2    2             Darkness
                           Projectile       Confused.
Dark            None       N/A              Meld with any surface into a shadow, as a         2    1             Darkness
Shadow                                      standard action. Incapable of attacking or
                                            being attacked in this form.
Dark Break      +2         5 ft.            Leap over an enemy and attack them. Can           2    2             Physical
                                            knock the enemy prone.
ARMS
TIER 0 KEYBLADES
Name                 Damage         Range         Explode Chance           Munny       Effects
TIER 1 KEYBLADES
Name                 Damage         Range         Explode Chance           Munny       Effects
                                                                                                                        19
Kingdom Key D     +1       5 ft.    0                X       None
TIER 2 KEYBLADES
Name              Damage   Range    Explode Chance   Munny   Effects
Crabclaw +3 5 ft. 0 15 +1 MP
TIER 3 KEYBLADES
Name              Damage   Range    Explode Chance   Munny   Effects
Spellbinder +3 5 ft. 0 30 +2 MP
                                                                                                 20
TIER 4 KEYBLADES
Name             Damage   Range    Explode Chance   Munny   Effects
Oathkeeper +2 10 ft. -2 50 +3 MP
Oblivion +5 10 ft. -1 50 -3 MP
TIER 5 KEYBLADES
Name             Damage   Range    Explode Chance   Munny   Effects
TIER 1 STAFFS
Name             Damage   Range    Explode Chance   Munny   Effects
TIER 2 STAFFS
Name             Damage   Range    Explode Chance   Munny   Effects
TIER 3 STAFFS
Name             Damage   Range    Explode Chance   Munny   Effects
Violetta +2 5 ft. 0 30 -2 MP
TIER 4 STAFFS
Name             Damage   Range    Explode Chance   Munny   Effects
                                                                                   21
Grand Mallet      +3        5 ft.         0                   50        -1 MP
Fantasia 0 5 ft. X 50 +4 MP
TIER 5 STAFFS
Name              Damage    Range        Explode Chance       Munny   Effects
TIER 1 SHIELDS
Name              Damage   Range     Explode Chance       Munny       Effects
TIER 2 SHIELDS
Name              Damage   Range     Explode Chance       Munny       Effects
TIER 3 SHIELDS
Name              Damage   Range     Explode Chance       Munny       Effects
TIER 4 SHIELDS
Name              Damage   Range     Explode Chance       Munny       Effects
                                                                                                        22
Mighty Shield   +4          5 ft.       -2               50        +3 BODY, -1 DEF, -1 MP
TIER 5 SHIELDS
Name            Damage      Range       Explode Chance   Munny     Effects
TIER 0 SWORDS
Name            Damage      Range       Explode Chance   Munny     Effects
TIER 1 SWORDS
Name            Damage      Range       Explode Chance   Munny     Effects
        Armor falls into different slots. Each slot can only have one thing equipped to it at a time.
For instance, if a player owns two different rings, they may only have one equipped.
         Cards are a unique brand of accessory, as they often allow the player to modify dice
rolls, or other game mechanics once every so often. A player may only have one type of card at
a time.
ACCESSORIES
Name             Munny   Slot       Effects
                                                                                                        23
Prime Cap        5    Head      +1 DEF
Firagun Band 30 Ring -1d10 Fire Damage, Advantage against Burned, +1 Attack
Blizzagun Band 30 Ring -1d10 Ice Damage, Advantage against Frozen, +1 Attack
                                                                                         24
EXP Necklace         20      Neck      +4 AP
Royal Crown 40 Head +2 DEF, +2 HRT, -1d4 Fire, Ice, Thunder Damage
Black Coat           30      Cloak     Shields the wearer from the darkness of the Dark Corridors and the lanes
                                       between worlds. Take -1 to Darkness Damage.
CARDS
Name            Munny     Effects                                                                       Randomizer
Fat Bandit 15 Add +2 to one attack when striking an enemy from behind once per combat. 6
                                                                                                                  25
Sea Neon        15   Reroll a die once per combat.                                                    7
Wizard          15   +1 to any spell once per combat, but become incapable of receiving benefits      14
                     from any summon.
Barrel Spider 15 Explode upon death, dealing 1d6 damage in a 10 ft. radius. 16
Wyvern 20 +1 Drive Gauge when you run out once per rest. 23
Black Fungus    30   Store a random card effect once per rest. Roll a d6 for the tens value, then a   26
                     d10 for the ones value.
Creeper 15 Stop an attack of opportunity against a cure spell once per rest. 27
Neoshadow 30 Once per rest, cause an enemy’s HP to drop by 1d4 for 3 rounds. 30
Darkball 30 Once per rest, search the initiative deck and draw whichever card you like. 31
Guard Armor 20 Once per combat, add +5 to the range of any attack. 32
                                                                                                           26
Trickmaster    30   +1 DEF when under a status condition.                                             34
Oogie Boogie 30 Once per rest, get +1 HP per round for 3 rounds. 37
Hook           30   If an attack would drop you to 0 HP, hang on with 1 HP if you take more than      39
                    half your total HP in damage once per rest.
Dragon         30   Once per combat, get a +1 to attack at the cost of not filling the Drive Gauge.   40
Maleficent
Darkside 30 Once per rest, copy the last attack used by an enemy. 41
Riku Replica 30 Once per rest, a spell or special ability uses no MP. 42
Card Soldier 30 Once per rest, a Drive Form attack uses no Drive Gauge. 43
Ansem 40 Once per rest, nullify all darkness damage for a round. 44
Xemnas         40   When receiving consecutive attacks, the enemy gets disadvantage on the            45
                    second strike and beyond.
Saix           40   Once per rest when performing multiple attacks, get a +1 for each subsequent 51
                    attack.
Luxord 40 Once per rest, use Card Break without sacrificing your standard action. 54
Gold Card 50 Once per rest, allow another player to use their Card one more time. 58
Honey Bee 0 Cursed. Once per rest summons an uncontrollable swarm of bees. 60
                                                                                                           27
POTIONS
Name           Munny   Effect                                                                        Lucky Bounty
Potion 3 Restore 1 HP 2
Hi-Potion 5 Restore 2 HP 3
Mega-Potion 10 Restore 3 HP 4
Tent 15 Restore 1 HP to the entire party. Can only be used in safe situations. 9
Camping Set 20 Fully restores HP to the entire party. Can only be used in safe situations. 10
Cottage        25      Fully restores HP to the entire party. Can only be used in safe situations.   11
                       Counts as a long rest.
Power Up 20 +1 BODY 16
Defense Up 20 +1 DEF 17
AP UP 20 +1 AP 18
Honey          3       Pour on the ground to create a 10 ft. radius patch that halves movement       19
                       speed.
Honey Pot      10      Set on the ground to attract all mindless enemies within a 25 ft. radius. They 20
                       will be distracted and eat the honey for 2 rounds.
                                                                                                               28
29
Gummi Garage
“Simply astonishing! Today I had a guest from another world. He is a king, and his vessel is built
of the material that composed the meteors. He called the pieces "gummi blocks". It seemed that
my opening the door has opened a path to interworld travel.”
    - Ansem Report 9
   Since the age of dreams, the Worlds have remained separated by a vast gulf of darkness.
Traversing this is nearly impossible without the special protection of Gummi Ships. These little
vessels allow travelers to hop from world to world, yet although they protect from the all-
encompassing darkness of the void, they are not impervious to the dangers that lurk within it.
GUMMI COMBAT
       In many cases, the player will find themselves accosted by the Heartless in the space
between worlds. These Heartless Gummi Ships must be destroyed in order to pass, as they will
harass the players at all costs. Different types of ships all behave differently.
      Each player starts off with a basic Kingdom model of Gummi Ship, although different
models can be purchased from many shops.
       The objective of a gummi ship mission isn’t necessarily to destroy all of the other ships.
Sometimes it could be to get to the other side of a map, or to capture an objective, or simply to
destroy all of the other pieces. It’s up to the DM’s discretion.
SHIP CREATION
Each player begins the game with a Gummi Ship with the following base stats:
   - HP: 1
   - Defense: 1
   - Attack: 1d4
   - Range: 3 Squares
   - Speed: 1 Square
                                                                                                   30
   The player begins the game with 10 AP to spend on Gummi Blocks as they see fit. A Gummi
Ship can have 30 AP worth of upgrades in total.
   Gummi Blocks are upgrades to the Gummi Ship that modify its stats in some way. Gummi
Blocks can be bought from most shops.
GUMMI BLOCKS
Name          Type         AP    Munny       Effect
Cure-G        Cockpit      3     5           +1 HP
Curaga-G      Cockpit      5     7           +2 HP
Life-G        Cockpit      7     9           +3 HP
Full-Life-G   Cockpit      9     11          +4 HP
Fire-G        Engine       1     3           +1 Speed
Fira-G        Engine       2     5           +2 Speed
Firaga-G      Engine       3     7           +3 Speed
Flare-G       Engine       4     9           +4 Speed
Holy-G        Engine       5     11          +5 Speed
Protect-G     Armor        1     2           +1 DEF
Shell-G       Armor        2     4           +2 DEF
Dispel-G      Armor        3     5           +3 DEF
Aero-G        Wing         2     2           +1 Range
Aerora-G      Wing         4     4           +2 Range
Aeroga-G      Wing         6     6           +3 Range
Float-G       Wing         8     8           +4 Range
Tornado-G     Wing         10    10          +5 Range
Thunder-G     Weapon       3     3           +1 Damage (Single Target)
Thundara-G    Weapon       5     5           +2 Damage (Single Target)
Thundaga-G    Weapon       7     7           +3 Damage (Single Target)
Comet-G       Weapon       5     7           +1 Damage (3 Square Line)
Meteor-G      Weapon       9     9           +3 Damage (3 Square Line)
Ultima-G      Weapon       13    11          +5 Damage (3 Square Line)
Drain-G       Special      5     7           Once per combat, drain 1d4 HP from an enemy.
Esuna-G       Special      7     11          Once per travel period, grabs a random item.
Haste-G       Special      5     7           Gain an extra attack per round.
Haste-2G      Special      7     9           Gain two extra attacks per round.
Osmose-G      Special      7     11          Once per travel period, grabs 1d4 Munny.
Warp-G        Special      7     7           Once per 3 rounds, instantly warp to a spot on the map.
Transform-G   Special      9     11          Once per 3 rounds, transforms the Gummi Ship Into
                                             another blueprMind that also contains Transform-G.
Scan-G V      Special      7     5           Reveals hidden enemies in a 3-Square cone.
Scan-G O      Special      7     5           Reveals hidden enemies in a 3-Square radius.
Shield-G      Special      5     5           Creates a shield of 1 temporary HP.
Shield2-G     Special      7     7           Creates a shield of 3 temporary HP.
                                                                                                       31
MODELS
Name         HP   Defense   Attack   Range   Speed   Tactics
Stingray     1    1         1d4      2       1       Advances towards the player in a Bodyaight
                                                     line.
Siren        1    1         1d4      3       2       Hides behind other ships.
Remora       1    2         1d4      2       2       Positions itself in front of other ships.
Lamia        1    1         1d6      2       2       Circles around the player to flank.
Bomb         1    2         1d8      2       2       Attempts to collide with the player, blowing
                                                     up.
Carbuncle    2    3         1d6      2       2       Defends other ships.
Catoblepas   2    2         1d8      2       2       Advances towards the player.
Cindy        3    2         1d6      2       2       Advances to the front of combat.
Imp          1    2         1d6      2       3       Attacks the player, then runs away.
Adamant      3    3         1d8      3       3       Advances towards the player.
Alexander    3    2         2d4      4       2       Positions itself in the middle of other ships.
Atomos       4    4         1d8      3       2       Positions itself in front of weaker ships.
Goblin       2    2         1d8      4       4       Attacks the player then hides behind other
                                                     ships.
Ifrit        1    2         2d4      3       4       Moves around the battlefield, attacking at
                                                     random.
Omega        4    4         1d6      4       2       Gives a +1 to Attack to all adjacent ally
                                                     ships.
Sandy        2    3         1d8      3       5       Gives a +1 Speed to adjacent ships.
Shiva        5    2         1d8      4       3       Hangs towards the back of combat.
Sylph        1    2         2d4      5       5       Moves around combat healing other ships
                                                     for 1 HP per turn.
Ahriman      4    5         1d6      3       3       Gives a +1 to Defense to all adjacent ally
                                                     ships.
Deathguise   3    2         1d10     5       4       Aggressively attacks the player.
Golem        3    4         2d4      3       3       Protects ships low on HP.
Serpent      4    4         1d10     3       3       Gives a +1 to Range on all adjacent ships.
Ramuh        5    3         1d8      5       3       Can cast Drain on a player once per two
                                                     rounds.
Typhoon      3    6         1d8      5       2       +1 Defense, +1 Range on all adjacent ally
                                                     ships.
Odin         6    6         1d8      5       2       +2 HP on all adjacent ally ships.
Mindy        2    4         1d10     4       6       Backs up ships low on HP.
Diabolos     7    5         1d10     7       4       +2 Range, +2 Defense on all adjacent ally
                                                     ships. Hangs towards the back of combat.
Leviathan    4    3         2d6      4       7       +2 Attack, +2 Damage on all adjacent ally
                                                     ships. Aggressively pursues the players.
                                                                                                32
THE HEARTLESS
        The shadows that crawl beneath the castle... Are they the people who lost their hearts, or incarnations
of darkness? Or something entirely beyond my imagination?
All my knowledge has provided no answer. One thing I am sure of is that they are entirely devoid of emotion.
Perhaps further study will unlock the mysteries of the heart.
Fortunately, there is no shortage of test samples. They are multiplying underground even as I write this report.
They still need a name. Those who lack hearts... I will call them the Heartless.
             Ansem Report 3
        The Heartless are the most common enemies you will face on your journey. They are born from the
darker impulses in people’s hearts, and will stop at nothing to snuff out every light, and plunge everything into
blackness.
TIER 1
Shadow
HP: 1
Defense: 1
Attack: 1d4
Damage: 1
Range: 5 ft.
Size: Small
Speed: 15 ft/sec.
Weakness: None
Special Ability: Shadow
     Can meld with the ground as a
        standard action and become
        completely immune to attack until it
        resurfaces. Can move, but not attack in
        this form.
A Pureblood Heartless that flows across the ground as a shadow, completely immune to attack. Watch for
the moment it emerges, then strike!
Red Nocturne
HP: 1
Defense: 1
Attack: 1d6
Damage: 1 Fire + 25% Burned
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: Ice/Water X 2
Special Ability: Fire Immunity
    - Any damage caused by fire attacks or
        spells heals Red Nocturne instead.
Spellcasting Heartless. While hovering about, they attack by casting Fire. Having low HP, they keep their
distance from their opponents, making them difficult to attack. They absorb fire attacks.
                                                                                                                    1
Blue Rhapsody
HP: 1
Defense: 1
Attack: 1d6
Damage: 1 Ice + 25% Frozen
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: Thunder X 2
Special Ability: Ice Immunity
    - All damage caused by blizzard attacks
        or spells heals Blue Rhapsody instead
Spellcasting Heartless. They approach their enemies by bouncing about and attack with Blizzard and absorb
blizzard attacks.
Yellow Opera
HP: 1
Defense: 1
Attack: 1d6
Damage: 1 Thunder + 25% Stunned
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Thunder Immunity
     All damage caused by thunder attacks
        or spells heals Yellow Opera instead.
Spellcasting Heartless. Besides attacking with Thunder, they hurl themselves against their enemies. They
absorb thunder attacks.
Green Requiem
HP: 1
Defense: 1
Attack: None
Damage: None
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Cure
     Can heal enemy Heartless for 1d4 HP
        in a 20 ft. radius.
Special Abilities: Magic Immunity
     Magic attacks and Spells do no
        damage to Green Requiem.
Spellcasting Heartless. They heal themselves and other Heartless with Cure. They are slow-moving, but
hover high in the air and absorb most magic attacks.
                                                                                                            2
Black Ballade
HP: 10
Defense: 1
Attack: None
Damage: None
Range: 20 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Shadow Game
     When one spawns, it splits into 5
        identical copies. Perceive the real one
        with an MIND 4 check. Attack the real
        one four times for a prize. Attack the
        wrong one for 1 point of damage.
A Heartless that confuses its enemy by creating projections of itself. If the copies are attacked, it will resort
to counterattacks and eventually run away. However, if it is attacked directly and relentlessly…
Shadow Glob
HP: 10
Defense: 1
Attack: None
Damage: None
Range: None
Size: Medium
Speed: None
Weakness: None
Special Abilities: Spawn Heartless
     Spawns a Heartless once every three
        rounds.
These dark masses tend to attract Purebloods. Destroy them on sight.
                                                                                                                    3
TIER 2
Soldier
HP: 2
Defense: 2
Attack: 1d6
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Rotating Kick
     Soldiers can perform a spinning kick in
        a 15 ft. line, hitting anyone in their path
        for 2 points of damage.
Heartless that emerge from various places. They are brisk in their movements, and rush into their
opponents. However, they are not that tenacious. They often appear in numbers, though they lack
teamwork.
Air Soldier
HP: 2
Defense: 2
Attack: 1d6
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Flight
     Air Soldiers can fly indefinitely at a
        speed of 40 ft./sec.
Special Abilities: Knuckle Hammer
     Air Soldiers can perform a diving
        punch, with a 25% chance of stunning
        the target.
Winged Heartless. They fly over their enemies and dive to strike them. Their high endurance and quickness
make them tough to beat.
                                                                                                            4
White Mushroom
HP: 1
Defense: 1
Attack: None
Damage: None
Range: 5 ft.
Size: Medium
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Charades
     White Mushrooms will play a game of
        charades with the party.
     They will pantomime three spells, and if
        the party casts all three correctly, they
        will be rewarded with a random Potion.
     If they cast incorrectly, or the White
        Mushroom is attacked, it will
        immediately vanish.
Non-attacking, friendly Heartless. They might give you an item if you help them.
Black Fungus
HP: 1
Defense: 3
Attack: 1d4
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Iron Defense
     Creates an impenetrable defense that
        is impossible to break through,
        No matter how high the player rolls.
        Lasts 1 round.
Special Abilities: Poison Cloud
     Creates a cloud of poison with a 15 ft.
        radius centered on Black Fungus.
        Causes the status Poisoned on a failed
        BODY roll of 3.
Hostile Heartless, unlike White Mushrooms. They attack with poison. Defeating them may bring good
things, but it is not easy.
                                                                                                    5
Rare Truffle
HP: 1
Defense: 3
Attack: None
Damage: None
Range: 5 ft.
Size: Medium
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Grandstander
     Making a BODY check that beats its
       Defense score will knock it into the
       air. Each player must pass this
       BODY check to keep it up in the air.
       If the players can keep it up for
       more than 10 hits, it will award them
       each with 5 Munny. It disappears
       after this, or if any of the BODY
       checks fail.
Non-attacking Heartless that are rarely found. They like to jump, so helping them stay in the air may bring
good things.
Large Body
HP: 3
Defense: Impenetrable from the front.
        3 from behind or to the side.
Attack: 1d6+2
Damage: 3
Range: 10 ft.
Size: Large
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Jumping Shockwave
     The Large Body slams into the ground,
        causing all within a 10 ft. radius to
        become Stunned, unless they make a
        BODY saving throw of 3.
Special Abilities: Charge
     The Large Body charges forward
        wildly, gaining a +2 on Attack and a +1
        on Damage. If the Large Body is
        reduced to 1 HP, it will use this on
        every turn.
Big round Heartless. They seem tame and laid-back, but go berserk when they are angered. With their brute
strength, they can inflict great damage, so be on your guard.
                                                                                                              6
Powerwild
HP: 2
Defense: 2
Attack: 1d6
Damage: 3
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Slide
     A Powerwild can slide in towards the
        player, giving itself an extra
        15 feet of movement speed per round
        in a straight line. Any players it comes
        into contact with are hit with a basic
        attack that can do 1 point of damage.
        This ignores Attacks of Opportunity.
Heartless resembling a monkey. With great physical strength and agility, they often strike with combination
attacks. Avoid close-range battles with them if possible.
Bouncywild
HP: 2
Defense: 2
Attack: 1d6+2
Damage: 1
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Banana Peel
     A Bouncywild can drop a banana peel
        as a free action. If the player
        moves into the same square as a
        banana peel, they immediately
        fall prone and drop 1 Munny.
Heartless resembling a monkey. Unlike Powerwilds, they attack from long range with a sling shot. They
scamper about during battle, making them difficult to hit.
                                                                                                              7
Bandit
HP: 2
Defense: 2
Attack: 1d6+2
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 20 ft/sec.
Weakness: None
Special Ability: Fling
     Bandits can fling themselves at the
        players in a straight line for 20 ft. Any
        player this comes into contact with has
        a basic attack made against them for
        standard damage. This ignores Attacks
        of Opportunity.
Heartless that mostly appear in Agrabah. They can travel under the sand. They attack deftly with a long
sword. Attack them with caution.
Fat Bandit
HP: 3
Defense: Impenetrable from the front. 3 from
behind or to the side.
Attack: 1d6+2
Damage: 3
Range: 10 ft.
Size: Large
Speed: 15 ft/sec.
Weakness: None
Special Ability: Flame Throw
     Breathes a 15 ft. cone of flame forwards.
        BODY save of 3 to avoid.
        Does 1 point of damage, and has a 50%
        chance of inflicting the Burned condition
        for 1 round.
Special Ability: Flame Shot
     Fires three fireballs from his mouth at up
        to three separate targets for 2 Damage.
        25% chance of inflicting the Burned
        condition for 1 round.
Special Ability: Fist of Flame
     Flaming punch that creates a shockwave
        in a 10 ft. radius. 25% chance of inflicting
        the Stunned condition. Anyone directly hit
        is Burned for 2 rounds.
Heartless that mostly appear in Agrabah. They are well-balanced offensively and defensively. Besides
strong physical attack, they use fire, and they block attacks against them. Their movement is their weakness.
                                                                                                                8
Pot Spider
HP: 1
Defense: 2
Attack: 1d6
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Surprise!
     Disguising themselves as normal pots, Pot
        spiders get a +3 bonus to Attack during a
        surprise round.
Ordinary pots turned Heartless. They lie in wait as ordinary pots, then reveal themselves and attack when their
enemies draw near.
Barrel Spider
HP: 2
Defense: 2
Attack: 1d6
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Surprise!
      Disguising themselves as normal barrels,
         Barrel Spiders get a +3 bonus to Attack during
         a surprise round.
Special Abilities: Kaboom!
      The Barrel Spider immediately explodes when
         dropped to 0 HP, or if attacked with fire attacks
         of any kind. This explosion immediately does
         1d6 fire damage, and has a 50% chance of
         inflicting the Burned condition for 1 round.
         BODY 4 check to dodge.
Gunpowder barrel turned Heartless. They charge into their enemies and explode. Any physical impact or fire
will set them off.
                                                                                                              9
Pot Scorpion
HP: 3
Defense: Invulnerable to attacks, unless on its back.
        In which case, its defense is 1.
Attack: 1d6+2
Damage: 2
Range: 10 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Surprise!
     Disguising themselves as normal pots,
        Pot Scorpions get a +3 bonus to Attack during
        a surprise round.
Special Abilities: Invulnerability
     The Pot Scorpion is completely invulnerable to
        damage unless it’s been flipped on its back.
        Any Aero magic will do this.
Special Abilities: Poison Bomb
     The Pot Scorpion shoots a glob of poison from
        its tail, creating a 10 ft. radius of poison on the
        ground. Anyone besides the Pot Scorpion who
        ends their turn in this takes 1d4 points of
        poison damage, and has a 50% chance of
        acquiring the Poisoned condition for 1 round.
An ordinary pot turned Heartless by the power of darkness. Unlike the Pot Spider, its pot is tough as nails. A
simple attack won't be enough to make it cry for mercy.
                                                                                                                 10
TIER 3
Screwdriver
HP: 2
Defense: 4
Attack: 1d6+2
Damage: 3
Range: 10 ft.
Size: Medium
Speed: 40 ft/sec.
Weakness: None
Special Abilities: Thunder Immunity
     All Thunder-type attacks or damage are
        completely nullified.
Special Abilities: Docking
     Up to 4 Screwdriver can dock with an
        Aquatank, increasing its mobility by 10 ft. per
        creature.
Heartless that acts with Aquatank. Unpredictable creatures, dashing forward one minute, cowardly retreating
the next. They are invigorated by the sparks from Aquatank.
Sea Neon
HP: 2
Defense: 3
Attack: 1d6+2
Damage: 2
Range: 10 ft.
Size: Medium
Speed: 40 ft/sec.
Weakness: None
Special Abilities: None
Heartless resembling jellyfish. They swim fast, and attack in numbers. Overall, they are not tough opponents.
                                                                                                                11
Sheltering Zone
HP: 2
Defense: 3
Attack: None
Damage: None
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Electric Current
     Delivers an electric current of 1d4 damage
        whenever they are attacked, or if the player
        collides with them.
Special Abilities: Spawn
     When they are destroyed, they spawn three
        Sea Neons.
Heartless resembling a jellyfish. You receive damage just from colliding with it. They move slow, but break up
into many Sea Neons if struck. They fling their tentacles away to keep their enemies away.
Aquatank
HP: 4
Defense: 4
Attack: 1d6+2
Damage: 2
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Docking
     Up to 3 Screwdriver can dock with an
        Aquatank, increasing its mobility by 10 ft. per
        creature.
Special Abilities: Lightning
     Casts lightning in a 20 ft. radius, doing 1d6
        damage to all players, and healing all
        Screwdrivers in the area for 1d6 HP. DC 3
        BODY to dodge.
Special Abilities: Thunder Immunity
     All Thunder-type attacks or damage are
        completely nullified.
Heartless resembling a fish that calmly swim the seas. They are often carrying Screwdivers. Leisurely large
creatures that do not attack unless provoked.
                                                                                                              12
Sniperwild
HP: 3
Defense: 2
Attack: 1d6+2
Damage: 3
Range: 30 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Alarm
     Once every two rounds, Sniperwild can raise
        an alarm as a free action to summon another
        Sniperwild.
Special Abilities: Snipe Shot
     Sniperwild can use its movement action to
        take aim, bypassing a player’s Defense to
        automatically hit.
A Heartless resembling a monkey. It roams as it pleases, rarely paying attention to its surroundings.
If Sora is spotted, it will call forth numerous allies, all armed with slingshots.
Search Ghost
HP: 2
Defense: 3
Attack: 1d6+2
Damage: 2
Range: 5 ft.
Size: Medium
Speed: 10 ft/sec.
Weakness: None
Special Abilities: Search Light
     Search Ghost casts a 15 ft. cone of light in
        front of itself. It will not attack unless a player
        steps into this cone.
Special Abilities: Absorb
     Whenever Search Ghost attacks, it heals itself
        for the amount of damage it inflicts.
Special Abilities: Warp
     Although Search Ghost cannot move fast, it
        can warp to any point on the map once every
        other turn.
Heartless that mostly appear in Atlantica. They roam in dark areas and emit light from their eye to target their
enemies. They can warp from one place to another.
                                                                                                                   13
Wight Knight
HP: 2
Defense: 4
Attack: 1d6+3
Damage: 4
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Spin Attack
     Once every other turn, Wight Knight can
        perform a spinning attack, hitting anyone
        within arm’s reach for a standard attack.
Special Abilities: Leap
     Wight Knight can use its move action to leap
        its full movement speed in an arc, bypassing
        Attacks of Opportunity.
Heartless that mostly appear in Halloween Town. Their jerky, dancelike attack moves are fairly easy to dodge,
but cause large damage.
Gargoyle
HP: 4
Defense: 4
Attack: 1d6+3
Damage: 4
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Dark Orb Form
     Gargoyle can turn into an orb of dark energy
        as a standard action. It is completely
        invulnerable in this form, but cannot attack.
Special Abilities: Spew
     Once every two turns, Gargoyle can shoot a
        blast of dark energy that has a +3 to Attack.
Winged Heartless that mostly appears in Halloween Town. They can move from one place to another almost
without notice. Since they are prone to sneak attack, they often get caught off guard by counter attacks.
                                                                                                            14
Pirate
HP: 4
Defense: 4
Attack: 1d6+3
Damage: 4
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Staggering Slash
     The Pirate can perform a special attack with a
        +3 to hit and a +4 to damage. A DC 4 BODY
        save will block the attack, knocking the Pirate
        prone.
Heartless that mostly appear in Neverland. They are quite combative with their swords. They often just focus
on the enemies in front, making them vulnerable to attacks from behind.
Air Pirate
HP: 4
Defense: 4
Attack: 1d6+3
Damage: 4
Range: 5 ft.
Size: Medium
Speed: 40 ft/sec.
Weakness: None
Special Abilities: Flight
     The Air Pirate can fly in any direction as a
        move action. They can sustain a hover in
        mid-air at no penalty.
Winged Heartless that mostly appear in Neverland. They are extremely combative and are hardly ever caught
off guard. They attack with martial-arts-like techniques.
                                                                                                               15
Jet Balloon
HP: 4
Defense: 4
Attack: 1d6+3
Damage: 3
Range: 10 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: Stop, Aero will stop it from firing Missile
Divers for 2 rounds.
Special Abilities: Docking
     Up to 3 Screwdriver can dock with an
        Aquatank, increasing its mobility by 10 ft. per
        creature.
Special Abilities: Lightning
     Casts lightning in a 20 ft. radius, doing 1d6
        damage to all players, and healing all
        Screwdrivers in the area for 1d6 HP. DC 3
        BODY to dodge.
Special Abilities: Missile Dive
     Jet Balloon can fire Missile Divers at a player
        as a standard attack. These do 1d6+2 damage
        on impact, and cause the player to drop 3
        Munny. A Jet Balloon can have up to 3 stored.
A Heartless similar to the Aquatank. It flies through the air with tremendous speed. Chasing it will lead to a
perilous aerial battle as it unloads its Missile Driver attack, an attack similar to the Screwdriver. Its heinous
nature attracts them to prey who carry lots of munny.
Missile Diver
HP: 2
Defense: 4
Attack: 1d6+2
Damage: 3
Range: 10 ft.
Size: Medium
Speed: 40 ft/sec.
Weakness: Aero spells can deflect them away.
Special Abilities: Missile Dive
     Jet Balloon can fire Missile Divers at a player
        as a standard attack. These do 1d6+2 damage
        on impact, and cause the player to drop 3
        Munny. A Jet Balloon can have up to 3 stored.
Special Abilities: Docking
     Up to 3 Missle Diver can dock with an Jet
        Balloon, increasing its mobility by 10 ft. per
        creature.
???
                                                                                                                    16
Battleship
HP: 5
Defense: 5
Attack: 1d8+3
Damage: 5
Range: 30 ft.
Size: Large
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Flight
     The Battleship can fly in any direction as a
        move action. They can sustain a hover in mid-
        air at no penalty.
Special Abilities: Destructible
     The sail of the Battleship can be destroyed,
        dropping its movement speed to 5 ft/sec.
     The cannons of the Battleship can be
        destroyed, removing its ability to use its
        Bombardment and Cannon abilities.
Special Abilities: Bombardment
     The Battleship can rain bombs on enemies
        below it, for 1d4 points of damage. It can drop
        3 bombs per round.
Special Abilities: Cannon
     The Battleship can fire its cannon once every
        other round, increasing its Attack by 2.
Heartless that fused together with a pirate ship. They attack with homing and magic projectiles. Attack them at
close range.
                                                                                                             17
TIER 4
Gigas Shadow
HP: 10
Defense: 4
Attack: 1d8
Damage: 3
Range: 10 ft.
Size: Large
Speed: 30 ft/sec.
Weakness: None
Special Ability: Shadow
     Can meld with the ground as a standard action
        and become completely immune to attack until
        it resurfaces. Can move, but not attack in this
        form.
Special Abilitiy: Done
     If Gigas Shadow inflicts any damage on a
        player, they will disappear out of happiness for
        a job well done.
A large Heartless similar to a Shadow. Like its predecessor, it's quite persistent and will chase its target
around. If it just does the littlest amount of damage to Sora, it will fade out of sheer happiness.
Stealth Soldier
HP: 7
Defense: 5
Attack: 1d8+1
Damage: 3
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Invisibility
     Stealth Soldiers are completely invisible and
        cannot be perceived without a DC 5 Notice
        check. Attacking them while in this state is at a
        disadvantage.
     They become visible after being hit once.
Special Abilities: Charge
     Stealth Soldiers’s attacks have a 50% chance
        of inflicting the Stunned condition.
A stealthy Heartless similar in appearance to a Soldier. It appears alongside other Heartless and deals attacks
from afar. Although a troublesome enemy, it shows itself once its weakness is uncovered.
                                                                                                               18
Grand Ghost
HP: 10
Defense: 4
Attack: 1d8+2
Damage: 3
Range: 10 ft.
Size: Large
Speed: 10 ft/sec.
Weakness: Healing spells/Items
Special Abilities: Passive
     Grand Ghost will not attack unless a player
        attacks it first.
Special Abilities: Immune
     Grand Ghost is completely impervious to all
        forms of damage from conventional attacks
        and spells. It can only be damaged through
        healing spells and items.
Special Abilities: Warp
     Although Grand Ghost cannot move fast, it
        can warp to any point on the map once every
        other turn.
A Heartless similar to the Search Ghost, often spotted within Monstro. Weapon attacks do no damage, only
causing items to drop. Approach the phantom and use said items for a startling discovery.
Wizard
HP: 10
Defense: 4
Attack: 1d8+2
Damage: None
Range: 30 ft.
Size: Large
Speed: 10 ft/sec.
Weakness: Healing spells/Items
Special Abilities: Fire
     Projectile, 2d6 damage.
     Can cause Burned condition. DC 5 BODY.
Special Abilities: Blizzard
     Spot, 2d6 damage.
     Can cause Frozen condition. DC 5 BODY.
Special Abilities: Thunder
     15 ft. Radius, 1d6 damage.
     Can cause Stunned condition. DC 5 BODY to
        dodge.
     Casts for two turns, completely invulnerable to
        damage during.
Special Abilities: Gravity
     10 ft. Radius, 1d6 damage.
     Can cause Dazzled condition. DC 5 BODY.
Special Abilities: Magic Immunity
     The Wizard is immune to all spells.
Heartless that attack with various powerful spells. Eludes enemy attacks by teleporting, making them tough to
beat.
                                                                                                             19
Darkball
HP: 10
Defense: 5
Attack: 1d8+3
Damage: 5
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Gaseous Form
     As a standard action, Darkballs can turn into a
        gaseous form that is impervious to damage.
     When they emerge from this form, they
        release a burst of energy that does 2d6
        damage. DC 5 BODY to avoid.
Special Abilities: Berserk
     When a Darkball is reduced to half of its HP or
        less, it goes berserk, halving its attack but
        doubling its damage.
Heartless born purely out of darkness. Their movements are unpredictable, as they often make sudden moves
and attacks.
Wyvern
HP: 13
Defense: 5
Attack: 1d8+3
Damage: 7
Range: 5 ft.
Size: Large
Speed: 45 ft/sec.
Weakness: None
Special Abilities: Flight
     The Wyvern can fly in any direction as a move
        action. They can sustain a hover in mid-air at
        no penalty.
Giant Heartless that attack from the air. They are quite swift for their size and are hard to attack, especially
while they are high in the air. Counterattacking when they come down would be most effective.
                                                                                                                   20
Defender
HP: 15
Defense: Impenetrable from the front. 7 from behind.
Attack: 1d8+3
Damage: 7
Range: 5 ft.
Size: Large
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Fireball
     Defender can shoot a fireball forward with a
        range of 20 ft for 1d8 damage.
     Chance of inducing the Burned condition. DC
        4 BODY to avoid.
Special Abilities: Frost Breath
     Defender can shoot a 15 ft. cone of frost
        forward for 1d8 damage.
     Chance of inducing the Frozen condition. DC
        4 BODY to avoid.
Special Abilities: Haymaker
     Defender can swipe in an arc in all squares
        adjacent to it once every two turns.
Heartless that mostly appear in Hollow Bastion. They carry an eerie shield with a face that casts Fire and
Blizzard and bites nearby enemies.
Shadow Self
HP: ???
Defense: ???
Attack: ???
Damage: ???
Range: ???
Size: ???
Speed: ???
Weakness: None
Special Abilities: Shadow Self
     Occasionally, when the darkness is strong, a
        shadow duplicate of the player may be
        created. This duplicate copies the player’s
        stats, abilities, and equipment in every way.
The closer you get to the light, the greater your shadow becomes.
                                                                                                             21
TIER 5
Bit Sniper
HP: 5
Defense: 5
Attack: 1d8+3
Damage: 5
Range: 5 ft.
Size: Small
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Flight
     The Wyvern can fly in any direction as a move
        action. They can sustain a hover in mid-air at
        no penalty.
Special Abilities: Laser
     The Bit Sniper can fire a laser in a 30 ft. line at
        the player, damaging any in its path.
Special Abilities: Snipe Shot
     Bit Sniper can use its movement action to take
        aim, bypassing a player’s Defense to
        automatically hit.
Pink Agaricus
HP: ???
Defense: 10
Attack: None
Damage: None
Range: 5 ft.
Size: Huge
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Stop Game
     Pink Agaricus will engage the player in a Stop
        Game. The game last 3 rounds.
     If the players can hit Agaricus more than 3
        times, they will be gifted a potion.
     If the players can hit Agaricus more than 7
        times, they will be gifted a Cottage.
     If the players can hit Agaricus 13 times or
        more, they will be gifted a Crystal Crown.
A colossal Heartless called forth by euphoric White Mushrooms. A dancer by nature, once it starts dancing, it
can't stop.
                                                                                                                22
Neoshadow
HP: 15
Defense: 7
Attack: 2d8+3
Damage: 7
Range: 5 ft.
Size: Medium
Speed: 30 ft/sec.
Weakness: None
Special Ability: Shadow Out
     Can meld with the ground as a standard action
        and become completely immune to attack until
        it resurfaces. Can move, but not attack in this
        form.
     Can grab at a player in this form to immobilize
        them, but not attack.
Special Abilities: Air Rush
     Soldiers can perform a spinning kick in a 20 ft.
        line, hitting anyone in their path for 4 points of
        damage.
Special Abilities: Immunity
     Neoshadows are completely immune to Stop
        magic.
Special Abilities: Spawn Neoshadow
     When at a third or less of their total HP,
        Neoshadow will attempt to spawn another
        Neoshadow every other turn. These take two
        turns to spawn, and have no defense and only
        1 HP while spawning.
A Heartless that travels in packs. Combining their powers allows them to attack Sora while also healing
themselves. Leaving even just one alive will result in a never-ending battle.
                                                                                                          23
Invisible
HP: 20
Defense: 8
Attack: 2d8+5
Damage: 10
Range: 5 ft.
Size: Large
Speed: 30 ft/sec.
Weakness: None
Special Ability: Dark Firaga
     Invisible can fire a blast of fire with a range of
        30 ft. for 2d6 damage.
     Has a 50% chance of inflicting Burned, DC 7
        BODY to avoid.
Special Ability: Curse
     Invisible vanishes and curses the player,
        making a ring of fire appear around the player.
     On the Invisible’s next turn, the curse goes
        into effect, detonating for 3d8 damage.
     This can be avoided with a DC 7 HRT save, or
        cured with anything that removes status
        effects.
Heartless wielding a large sword. These winged Heartless can move freely through the air. Besides their
sword, they attack with their tail and wings. With their high attack power, they often defeat their foes quickly.
Angel Star
HP: 20
Defense: 8
Attack: 2d8
Damage: 10
Range: 30 ft.
Size: Medium
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Flight
     The Wyvern can fly in any direction as a
        move action. They can sustain a hover in
        mid-air at no penalty.
Special Abilities: Pink Light
     The Angel Star emits a pink light that
        summons a tornado, doing 2d6 damage.
Special Abilities: Blue Light
     The Angel Star emits a blue light that calls
        down a laser which can do 1d6 damage.
     25% chance of summoning another Angel
        Star.
Special Abilities: White Light
     The Angel Star emits a white light, then fires
        three balls of lightning for 1d8 damage each.
     Inflicts Stunned, DC 5 BODY save to avoid.
Flying Heartless that cast potent spells. They are born of holy spells. They attack from long range with magic.
They block physical attacks with their wings, making them difficult to defeat.
                                                                                                               24
TIER 6
Darkside
HP: 30
Defense: 5
Attack: 2d6+2
Damage: 3
Range: 15 ft.
Size: Huge
Speed: 15 ft/sec.
Weakness: Head X2 Damage
Special Abilities: Dark Pool
     Darkside punches the ground, creating a
        10 ft. radius miasma. Anything hit by it
        takes 1d4 damage.
     The pool summons 1d4 Shadow heartless.
Special Abilities: Dark Rain
     Darkside causes dark energy to rain from
        the sky in a 20 ft. radius for 2 rounds.
        Anyone who ends their turn in this takes
        1d4 points of damage.
Special Abilities: Dark Missile
     Darkside shoots missiles of energy from
        the hole in its body. It fires 1d6 of these, for
        1d4 points of damage apiece.
Enormous Heartless that appeared in Destiny Islands with Shadows. It led the Shadows in the battle against
Sora when he first received the Keyblade. Although Sora defeated it, the island was swallowed by the
darkness.
                                                                                                             25
Guard Armor
HP: 25
Defense: 5
Attack: 2d6+2
Damage: 4
Range: 15 ft.
Size: Huge
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Separate
     Whenever 5 or more points of damage are
        done to Guard Armor, a part of its body splits
        off and begins to act independently. Each
        body part can use its related special ability on
        its own, and has 5 HP.
Special Abilities: Spinning Claw
     Guard Armor’s gauntlets spin around,
        performing a standard attack on anything
        within their radius.
Special Abilities: Stomp
     Guard Armor’s legs stomp at the player, doing
        1d4 points of damage.
     Can potentially inflict the Stunned condition,
        DC 3 BODY to avoid.
Special Abilities: Tornado
     Guard Armor’s torso spins around at high
        speed, doing 1d4 points of dmage.
     Can potentially knock the player prone. DC 3
        BODY to avoid.
Special Abilities: Smash
     Guard Armor leaps into the air and crashes to
        the ground, doing 1d6 points of damage
        across a 10 ft. radius.
     DC 3 BODY to avoid.
Leader of the Heartless in Traverse Town. It falls apart when it receives damage, but each part attacks
individually. Sora meets Donald and Goofy for the first time just before fighting this Heartless.
                                                                                                          26
Opposite Armor
HP: 30
Defense: 6
Attack: 2d6+3
Damage: 5
Range: 15 ft.
Size: Huge
Speed: 15 ft/sec.
Weakness: None
Special Abilities: Guard Armor
     Opposite Armor has all of the special
        abilities of Guard Armor, however it splits
        every 6 HP, and each of its limbs has 6 HP.
Special Abilities: Dogpile
     Opposite Armor throws all of its limbs at the
        player, for 1d6 damage each.
     DC 4 BODY for half damage.
Special Abilities: Armor Cannon
     Guard Armor’s torso charges for 1 round,
        then fires a 10ft. wide, 30 ft. long laser.
     Anything caught in this takes 2d6 points of
        damage.
Heartless that guards the keyhole in Traverse Town. It is a modified form of Guard Armor, but is more
powerful.
                                                                                                        27
Trickmaster
HP: 25
Defense: 5
Attack: 2d6+2 (x2)
Damage: 4
Range: 5 ft.
Size: Small
Speed: 20 ft/sec.
Weakness: Head X2 Damage
Special Abilities: Fire Breath
     Trickmaster can breathe fire in a 15 ft. cone.
        Anything in the cone takes 1d6 points of
        damage.
     Can inflict the Burned condition. DC 3 BODY
        to avoid.
Special Abilities: Light Up
     After half of its health is depleted,
        Trickmaster will light its batons on fire, adding
        an additional 1d4 points of fire damage per
        hit.
     Afterwards, every hit can inflict the Burned
        condition. DC 3 BODY to avoid.
Heartless that Sora and company encounter while they searched for Alice. His herky-jerky attacks and juggling
act flustered Sora and the others.
Stealth Sneak
HP: 25
Defense: 5
Attack: 2d6
Damage: 4
Range: 10 ft.
Size: Huge
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Lunge
     Stealth Sneak charges at a player,
        ramming them for 2d4 damage. DC 4
        BODY to avoid.
Special Abilities: Laser Eyes
     Stealth Sneak fires a laser with +2 to
        attack at the player for 1d6 damage.
Special Abilities: Invisible
     As a free action, Stealth Sneak can turn
        invisible, giving it a +5 to Defense. It turns
        visible again if it is hit. It takes 2 rounds of
        reload time after becoming visible to re-use
        this ability.
Heartless that attuned to the darkness in Clayton's heart. It somehow manipulated the light to turn invisible and
fought alongside Clayton.
                                                                                                               28
Pot Centipede
HP: 25
Defense: 10
Attack: 2d6
Damage: 4
Range: 5 ft.
Size: Huge
Speed: 30 ft/sec.
Weakness: None
Special Abilities: Pot Body
     The body of the Pot Centipede is made up of
        5 Pot Spiders. They have a Defense of 1 and
        HP of 1. For each one that is destroyed, the
        Pot Centipede’s Defense goes down by 1.
Special Abilities: Electric Whip
     The head and tail of the Pot Centipede can
        whip anyone within range for 1d6 electric
        damage.
     Can inflict the Paralyzed condition. DC 4
        BODY to avoid.
Special Abilities: Reform
     Once every 3 rounds, another Pot Spider will
        appear and rejoin the Pot Centipede,
        restoring 5 HP and adding 1 Defense.
Heartless called by Jafar to stop Aladdin. Its long body is composed of a number of Pot Spiders linked
together. Even if its body comes apart, it can regenerate itself by gathering other pots.
Chimera
HP: 30
Defense: 7
Attack: 2d6
Damage: 5
Range: 10 ft.
Size: Huge
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Explode
     The Chimera can create a chemical
        explosion in a 15 ft. radius that does 2d6
        points of damage to any inside.
     DC 5 BODY save for half damage.
     Can inflict the Poisoned condition. DC 4
        BODY save to avoid.
Special Abilities: Summon Gargoyle
     The Chimera can summon 3 Gargoyle
        heartless once every 3 rounds.
A Heartless wandering the streets of Halloween Town. Generally a slow-paced creature, it attacks quickly and
relentlessly when angered. Armed with various abilities such as summoning Gargoyles, one must use this
creature's own tricks against it.
                                                                                                           29
Parasite Cage
HP: 30
Defense: 7
Attack: 2d8 (x2)
Damage: 5
Range: 15 ft.
Size: Huge
Speed: None
Weakness: None
Special Abilities: Swallow
     Parasite Cage can make an attack on a
        player, and swallow them inside the cage.
        For every round the player is inside, Parasite
        Cage restores 1d6 HP.
     DC 5 BODY check to break free.
Special Abilities: Acid Bomb
     Parasite Cage can spew acid in a 15 ft.
        radius around itself. Anyone ending their turn
        in this takes 1d4 points of damage and
        becomes Poisoned for 2 rounds.
Special Abilities: Gas Bomb
     Parasite Cage can launch a projectile that
        creates a cloud of poison in a 10 ft. radius.
        That lasts 3 rounds.
     Anyone ending their turn in this becomes
        Poisoned for 2 rounds.
Heartless that appeared inside Monstro. It's known to swallow its enemies. Sora and the others rescue
Pinocchio, who was trapped inside it.
                                                                                                        30
TIER 7
Kurt Zisa
HP: 40
Defense: 7
Attack: 2d8 (x2)
Damage: 5
Range: 15 ft.
Size: Gargantuan
Speed: 20 ft/sec.
Weakness: None
Special Abilities: Silence
     Kurt Zisa casts Silence on the party at
        the beginning of the encounter,
        preventing the players from using magic
        or summoning.
     It will carry two orbs of darkness in its
        hands, each with Defense of 3 and HP of
        3. If both are destroyed, Silence ends.
Special Abilities: Reflect Barrier
     Kurt Zisa will cast a barrier on itself that
        is impervious to all forms of physical
        attack. It can only be broken with magic.
        The barrier has normal Defense, and 10
        HP.
Special Abilities: Firaga Bomb
     Kurt Zisa creates four mines around
        itself. It can launch these at a player
        once per turn as a free action. If they hit,
        or are moved into, they do 2d6 damage.
     DC 4 BODY to dodge.
     50% chance of causing the Burned
        condition. DC 4 BODY to avoid.
Special Abilities: Thundaga Ball
     When Kurt Zisa is at 10 HP or less, it will
        begin shooting lightning from under the
        player’s feet for 1d4 points of damage. It
        can shoot 3 of these per turn as a free
        action.
     DC 3 BODY to dodge.
Special Abilities: Sandstorm
     Kurt Zisa can summon a large tornado
        on a player that does 2d8 points of
        damage, and makes the player incapable
        of taking a move action on their next turn.
     DC 5 BODY to dodge.
Heartless who emerged from the Keyhole opened by the princesses. He swung his six powerful arms to attack
Sora and company and block their attacks. But Sora sought out his weakness and emerged the victor.
                                                                                                       31
Phantom
HP: 40
Defense: 7
Attack: 2d8
Damage: 5
Range: 15 ft.
Size: Gargantuan
Speed: 20 ft/sec.
Weakness: Stop
Special Abilities: Energy Drain Shot
     Phantom fires a blast of dark energy with
        a +4 to Attack. Does 5d4 points of
        damage.
     DC 5 BODY for half damage.
Special Abilities: Death Sentence
     Phantom inflicts the Doom status on the
        player. After 3 turns, the player’s HP is
        reduced to 0 instantly.
     The player’s Doom counter can be
        delayed by Stop magic.
     The Doom status is removed when
        Phantom is destroyed.
Special Abilities: Core
     Phantom has a magic core that changes
        color whenever it is damaged. It can only
        be damaged by spells corresponding to
        the color of its core. Red means Fire
        magic, blue means ice, yellow means
        thunder, white means physical attacks.
Ghostlike Heartless who haunted the clock tower standing far away from Neverland. Fluttering his eerie cloak,
he cast a spell to take Sora's heart. Having no physical body, regular attacks were useless, but in the end Sora
and company discovered his weakness and prevailed.
                                                                                                              32
Chernabog
HP: 50
Defense: 5
Attack: 2d8
Damage: 7
Range: 30 ft.
Size: Colossal
Speed: None
Weakness: None
Special Abilities: Flame Shot
     Chernabog can launch a fireball at the
        player for 2d6 damage. DC 5 BODY to
        avoid.
     Can cause the Burned condition. DC 5
        BODY to avoid.
Special Abilities: Wall of Flame
     Chernabog can create a wall of fire 30 ft.
        high in a 30 ft. line. Any player caught in
        this or ending their turn in it takes 1d8
        points of damage. DC 5 BODY to avoid.
     Can cause the Burned condition. DC 5
        BODY to avoid.
Special Abilities: Gale
     Chernabog flaps his wings to push the
        players back up to 45 ft. DC 7 BODY to
        avoid.
Special Abilities: Magma Geyser
     Chernabog summons a magma eruption
        from the ground in a 15 ft. radius around
        him.
     Any player caught in this or ending their
        turn in it takes 1d8 points of damage. DC
        7 BODY to avoid.
     Can cause the Burned condition. DC 5
        BODY to avoid.
Special Abilities: Summon Fiend
     Once every two turns, Chernabog can
        summon 1d4 Fiends.
     Fiends have 5 HP, and 1 Defense.
     Fiends have a 5ft. range, an Attack of
        1d8, and Damage of 2.
     Fiends are Small, have a speed of 30
        ft./sec., and no weaknesses.
A giant demon that emerged from the depths of the earth in a fiery eruption.
                                                                               33
Behemoth
HP: 50
Defense: 9
Attack: 2d8+4
Damage: 7
Range: 15 ft.
Size: Gargantuan
Speed: None
Weakness: Horn X2 Damage
Special Abilities: Stomp
     Whenever the Behemoth makes a move
        action, anything within its immediate radius
        takes 1d4 points of damage.
Special Abilities: Energy Rain
     Behemoth causes energy to rain from the
        sky in a 20 ft. radius. Anyone within the
        radius takes 2d6 points of damage. DC 7
        BODY save for half.
Special Abilities: Thundaga
     Behemoth casts a thunder attack in a 30 ft.
        radius, dealing 5 points of damage. DC 10
        BODY save for half.
     Can cause the Paralyzed condition for 2
        rounds. DC 5 BODY save to avoid.
Special Abilities: Leap
     Behemoth can jump, causing a shockwave
        in a 10 ft. radius when he lands.
     Can cause the Stunned condition for 1
        round. DC 5 BODY save to avoid.
Special Abilities: Dark Laser
     Creates 1d6 lasers that attack for 1d6
        damage each. DC 5 BODY to avoid.
Special Abilities: Immunity
     Behemoth is immune to Fire, Blizzard, and
        Thunder magic.
Immensely powerful Heartless. With their large frame, they trample enemies, and repel most attacks.
Damaging their weak point makes them lose consciousness. Strike them with potent attacks while they are
down.
                                                                                                          34
Heartless Guardian
HP: 50
Defense: 10
Attack: 2d8+4
Damage: 7
Range: 15 ft.
Size: Medium
Speed: None
Weakness: None
Special Ability: Bond
     The Heartless Guardian can only be created
        by an incredibly powerfully dark being. It is
        bound to them, and will do everything it can to
        protect them.
Special Ability: Shadow Out
     Can meld with the ground as a standard action
        and become completely immune to attack until
        it resurfaces. Can move, but not attack in this
        form.
     Whenever it emerges from the ground, the
        Heartless Guardian releases a blast of dark
        energy where it emerges for 1d8 points of
        damage. DC 5 BODY to avoid.
Special Ability: Dark Blast
     The Heartless Guardian can fire a blast of dark
        energy for up to 30 ft., doing 2d6 points of
        damage. DC 7 BODY to avoid.
Special Ability: Drain
     Can use a move action to make a standard
        attack to grab a player and a standard attack
        to drain them of 2d6 points of HP. Any HP
        drained goes to the Heartless Guardian’s
        master.
Special Ability: Charge
     The Heartless Guardian can charge at
        opponents, doubling its movement speed and
        doing 1d6 points of damage to any it collides
        with. DC 7 BODY to avoid.
Special Ability: Guard
     The Heartless Guardian will use its body to
        shield its master, becoming completely
        impervious to damage for 1 round.
Come, guardian!
                                                          35
Possessed
HP: ???
Defense: ???
Attack: ???
Damage: ???
Range: ???
Size: ???
Speed: ???
Weakness: None
Take a look at this tiny place. To the heart seeking freedom this island is a prison surrounded by water. And so
this boy sought to escape from his prison. He sought a way to cross over into other worlds. And he opened his
heart to darkness.
                                                                                                              36
                                           World of Chaos
                                                                                                                 37
Humanoid Heartless
HP: ???
Defense: ???
Attack: ???
Damage: ???
Range: ???
Size: ???
Speed: ???
Weakness: None
All worlds begin in darkness, and all so end. The heart is no different. Darkness sprouts within it, it grows,
consumes it. Such is its nature. In the end, every heart returns to the darkness whence it came. You see,
darkness is the heart's true essence.
                                                                                                                 38
THE HEARTLESS II
        Chaos affects not only this world, but many other worlds besides.
        In the "Ansem's Reports" my apprentice Xehanort had written under my name, I found the records of
his hideous experiments along with his hypothesis about the door that had appeared out of the darkness in my
basement.
        All living things have hearts, and all hearts hold darkness deep within.
Worlds are no exception. If a world is a being, the heart it holds must be colossal...
...and the darkness at its core must be monstrous indeed.
     Secret Ansem’s Report 3
   For as long as darkness remains in a single heart, The Heartless will continue to spread throughout the
World. Between the research of Ansem the Wise, the treachery of Xehanort, and the ambitions of his
apprentices, many such creatures have been created for all manner of means and environments.
TIER 1
Crescendo
HP: 3
Defense: 1
Attack: 1d4
Damage: 1
Range: 5 ft.
Size: Small
Speed: 10 ft.
Weakness: None
Special Ability: Healing Trumpet
    - Can heal itself for 1d4.
Special Ability: Trumpet Summon
    - Summons 1d4 Tier 2 Heartless.
A flower-like Heartless.
It's rooted in one place, but staying far away isn't enough, since it can spit seeds and attack from below with
its sharp roots.
Tornado Step
HP: 3
Defense: 2
Attack: 1d6
Damage: 1
Range: 5 ft.
Size: Small
Speed: 20 ft.
Weakness: None
Special Ability: Jump Slap
    - Spins around in a circle, hitting anyone
        within reach.
Special Ability: Propeller Charge
    - Zooms its full movement speed in a
        line, hitting anyone in its path with a +1.
A Heartless that flies about using its arms like propeller blades.
Whether moving or attacking, it's always spin, spin, spinning—but never seems to get dizzy.
TIER 7
Replica
HP: ???
Defense: ???
Attack: ???
Damage: ???
Range: ???
Size: ???
Speed: ???
Weakness: None
Yes, it was not supposed to gain a mind of its own—nor become the person we see. But in the end, it only
proves that the puppet is the more worthy vessel.
NOBODIES
        When a Heartless is born, the body and soul left behind are reborn into this world as a different being.
They possess different intentions than their Heartless brethren, and while it is unclear what these sentient
"things" are after, it would appear they are responsible for much bedlam in the world.
        My erstwhile friend the King and his subjects, along with a hero wielding the Keyblade, are battling the
Heartless even as a new threat approaches.
        This new threat...they have given themselves a fitting name, I suppose.
        These non-beings: "Nobodies."
TIER 7
Nobody Guardian
HP: 50
Defense: 10
Attack: 2d8+4
Damage: 7
Range: 15 ft.
Size: Medium
Speed: None
Weakness: None
Special Ability: Bond
    - The Heartless Guardian can only be
        created by an incredibly powerful Nobody.
        It is bound to them, and will do everything
        it can to protect them.
Special Ability: Deathscythe
    - Fires a 15 ft. wide projectile in a line. DC 5
        BODY to avoid.
Special Ability: Blossom Shower
    - Rains energy petals in a 30 ft. radius. All
        who end their turn within the radius take
        1d4 damage.
Special Ability: Circle Reject
    - Creates a shockwave in a 20 ft. radius that
        has a +1 to inflict Dazzle.
Special Ability: Gale of Severance
    - Fires a bolt of nothingness in a 30 ft. line
        that has a +1 to inflict Stunned and knock
        the target prone.
Special Ability: Whirlwind to the Void
    - Summons a Large tornado for 3 Rounds.
        Tornado can move 30 ft/Round, anyone
        who ends their turn in it is inflicted
        Stunned and knocked prone.
Special Ability: Doom
    - Inflicts Doom at a +1.
But what you destroyed was just an image of me. No more than a petty imitation.