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Herald of Blood (Tome of Beasts 2023)

Size
Huge
Type
Fiend
Challenge Rating
12
Source
Tome of Beasts 2023
Alignment
Neutral-Evil
Armor Class
15
Speeds
30, fly 30
Walking Speed
30
Flying Speed
30
Strength Score
22
Dexterity Score
12
Constitution Score
20
Intelligence Score
14
Wisdom Score
17
Charisma Score
16
Saving Throws
Strength, Constitution, Wisdom
Skill Proficiencies
Arcana, Perception
Vision
Darkvision (240ft)
Languages Ref
Common, Draconic, Infernal, Void Speech
Hit Points
184
Condition Immunities
Exhaustion 1, Frightened, Paralyzed, Petrified, Poisoned
Resistances
Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Immune to Necrotic Damage, Immune to Poison Damage
Languages
Aethyrian Common, Draconic, Infernal

Huge fiend, Neutral Evil


Armor Class 15 (natural armor)

Hit Points 184 (16d12 + 80)

Speed 30 ft., fly 30 ft.


STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
17 (+3)
CHA
16 (+3)

Saving Throws Str +10, Con +9, Wis +7

Skills Arcana +10, Perception +7

Damage Vulnerabilities False

Damage Resistances cold, fire, lightning

Damage Immunities necrotic, poison

Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 240 ft., passive Perception 17

Languages Common, Draconic, Infernal, Void Speech

Challenge 12 (8,400 XP)

Blood Armor. Each time a creature with blood hits the herald with a melee attack while within 10 feet of the herald, the creature takes 4 (1d8) necrotic damage, and the herald's AC increases by 1 until the end of its next turn. The herald's AC can't be increased to more than 20 from this trait.

Actions

Multiattack. The herald makes three Herald's Staff or Blood Bolt attacks, or it makes two Herald's Staff attacks and one Grasping Slam attack.

Herald's Staff. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage.

Grasping Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns, and the herald can't use its Grasping Slam on another target.

Blood Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 25 (5d8 + 3) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn.

Call Blood (Recharge 5-6). Each creature with blood within 10 feet of the herald must make a DC 17 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The herald then gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion.

Bonus Actions

Grant Blood Rage. The herald of blood infuses reckless rage in one creature it can see within 60 feet of it that isn't a Construct or Undead. The target must succeed on a DC 17 Constitution saving throw or be enraged for a number of rounds equal to the target's Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13 (3d8) necrotic damage and suffers one level of exhaustion. A creature with any levels of exhaustion automatically succeeds on this saving throw.

Description

False

Stat block from Tome of Beasts 2023 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. 2023 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.