Herald of Lightning
Large celestial, chaotic good
Armor Class
18 (breastplate, shield)
Hit Points
152 (16d10 + 64)
Speed
50 ft., fly 50 ft.
STR
16 (+3)
DEX
18 (+4)
CON
19 (+4)
INT
11 (+0)
WIS
17 (+3)
CHA
14 (+2)
Damage Immunities
lightning
Senses
darkvision 60 ft., passive Perception 17
Skills
Perception +7, Persuasion +6, Sleight of Hand +8
Languages
Common, Celestial
Challenge
9 (5,000 XP)
Magic Resistance. The herald has advantage on saving throws against spells and other magical effects.
One With Lightning. The herald may choose to expend 50 feet of movement to teleport to an unoccupied space within 50 feet. When it does so, lightning streaks in a line between the herald’s starting position and its new position. Any creature in that area must succeed on a DC 16 Dexterity saving throw or take 16 (3d10) lightning damage.
Actions
Multiattack. The herald makes two attacks: one with its scimitar and one with its shield slam.
Sparking Scimitar. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 16 (3d10) lightning damage.
Shield Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be stunned until the end of its next turn.
Jolting Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 28 (8d6) lightning damage and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
Lightning Shackles. Target creature within 120 feet has their feet bound to the ground with chains of sparking metal. That creature may move freely, but takes 5 (1d10) lightning damage for every 5 feet they move. A creature may use their action to attempt to break the bindings. That creature makes a DC 16 Athletics check, smashing the bindings and freeing the bound creature on a success. On a fail, the creature attempting to break the bindings takes 11 (2d10) lightning damage.
Cone of Lightning (Recharge 5-6). The herald unleashes a blast of sparking energy in a 30-foot cone. All creatures in that area must make on a DC 16 Dexterity saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful one.
Create Conduits (1/Day). The herald turns three creatures within 120 feet into conduits of lightning for 1 minute. If any of those creatures end their turn within 20 feet of another conduit, lightning arcs between them, dealing 16 (3d10) lightning damage to each of them. A creature between two conduits when this effect occurs must succeed on a DC 16 Dexterity saving throw or take 16 (3d10) lightning damage. Creatures are immediately aware of the fact they are a conduit when they become one, but are not aware of its effects.