Herald Of Darkness

Herald Of Darkness

Large fiend, neutral evil
  • Armor Class 15 (chain shirt)
  • Hit Points 105 (10d10+50)
  • Speed 30 ft., swim 30 ft., fly 50 ft.
  • STR
    20 (+5)
  • DEX
    14 (+2)
  • CON
    20 (+5)
  • INT
    12 (+1)
  • WIS
    15 (+2)
  • CHA
    20 (+5)
  • Saving Throws Str +8, Con +8, Cha +8
  • Skills Athletics +8, Deception +8, Perception +5
  • Damage Resistances bludgeoning, thunder
  • Damage Immunities cold, lightning, necrotic, poison
  • Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 200 ft., passive Perception 15
  • Languages Common, Elvish, Goblin, Infernal, Sylvan
  • Challenge 7 (2,900 XP)
  • Corrupting Touch. A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw.
  • Gift of Darkness. A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation.
  • Shadow Form. A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action.

Actions

  • Multiattack. The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack.
  • Embrace Darkness. Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis.
  • Majesty of the Abyss (Recharge 4-6). The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds.
  • Shadow Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.