Kurt Zisa (5e Creature)
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Huge construct, neutral evil
Damage Immunities poison, psychic
Risky Defense. When Kurt Zisa's temporary hit points (from silencega or rising protect) are depleted, Kurt Zisa and each creature within 10 feet of it must make a DC 18 Constitution saving throw. On a failed save, the creature is stunned until the end of their next turn. Kurt Zisa has disadvantage on this saving throw.
Instinctive Strike. If Kurt Zisa is incapacitated, it can still take an Attack action to make a head bash.
Innate Spells. Kurt Zisa can only cast spells if its rising protect is active. Its spellcasting ability is Wisdom (spell save DC 16, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Desert Dweller. Kurt Zisa has advantage on Dexterity (Stealth) checks made to hide underneath sand.
Spinning Blades. Kurt Zisa makes two crescent blade attacks. For each hit, Kurt Zisa may make another crescent blade attack against the same target.
Crescent Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 32 (6d8 + 5) slashing damage.
Head Bash. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 23 (4d8 + 5) bludgeoning damage.
Silencega (Recharge 6) Kurt Zisa gains 40 temporary hit points, and cannot use silencega or rising protect again until they are depleted. While Kurt Zisa has these temporary hit points, it is under the effect of an antimagic field with a radius of 30 feet.
Rising Protect (Recharge 6) Kurt Zisa gains 40 temporary hit points, and cannot use silencega or rising protect again until they are depleted. While Kurt Zisa has these temporary hit points, its speed changes to 0 ft., fly 30 ft., and becomes immune to bludgeoning, piercing and slashing damage from nonmagical weapons.
While rising protect is active, Kurt Zisa cannot make melee weapon attacks, but can cast its innate spells.
Kurt Zisa was created from a machine that turned darkness-infused hearts into Emblem Heartless. It is a brass and iron automaton powered by a spirit of darkness with a glimmer of sentience.
It is roughly humanoid in shape: a flexible, segmented iron body with a long neck, protected by thick metal plates. It has six arms attached to its shoulders and hunched back, and piercing white eyes glitter from a cobra-like head. It has sand-colored plates with brass or gold trim, and decorated with gems and tassels.
This mighty construct holds a huge crescent blade in each of its center hands, which it can spin to inflict multiple strikes on an opponent. Its lower two hands are used to conjure antimagic orbs, and it uses its upper two arms for balance.
The darkness within its shell is simple-minded and emotionless, and easily swayed by powerful evil creatures. As it functions most efficiently in desert climates, Kurt Zisa might be found in the service of an efreeti, mummy lord, or blue dragon; although over the years it has also followed the commands of devils or demons.
In combat, Kurt Zisa will lie in wait underneath the desert sand, bursting out when it detects movement within 30 feet. Kurt Zisa assesses if its opponents include spellcasters, and if so begins with silencega; otherwise rising protect. After recovering from risky defense, it will choose the other action.