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)

Damage Immunities

cold, lightning, necrotic, poison

Damage Resistances

bludgeoning, thunder

Condition Immunities

exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 200 ft., passive Perception 15

Saving Throws

Str +8, Con +8, Cha +8

Skills

Athletics +8, Deception +8, Perception +5

Languages

Common, Elvish, Goblin, Infernal, Sylvan

Challenge

7 (2900 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.

large
fiend
cr7
tome-of-beasts