Armor Class 23 Natural armor
Hit Points 611 (33d20 + 264)
Speed 60 ft., Swim 120 ft., Fly 90 ft.
STR
30 (+10)
DEX
11 (+0)
CON
27 (+8)
INT
30 (+10)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws CON +17, INT +19, WIS +15, CHA +17
Skills Arcana +28, Perception +15
Damage Resistances Cold, Force, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 25
Languages All, Telepathy 2,000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Presence. The herald exudes a debilitating aura in a 120 ft. radius around it. At the start of its turn, roll a d6 to determine which Presence is active until the start of its next turn. Any creatures that starts its turn within the area of the herald's presence or enters it for the first time on their turn must make a saving throw against DC 27.

1. Frightful Presence (Wisdom). The herald's very being is terror inducing. On a failed save, a creature is Frightened of the herald. A creature can use its Action to repeat the saving throw, but it is made with Disadvantage if the creature is still within the presence's area. On a successful save, it becomes immune to the herald's Frightful Presence for the next 24 hours.
2. Crushing Presence (Strength). The herald's immediate surroundings seem stuck under the weight of the universe. On a failed save, a creature is dealt 2d6 force damage and becomes Slowed. On a successful save, a creature is dealt half as much damage and isn't slowed.
3. Maddening Presence (Sanity). On a failed save, a creature immediately suffers Short-Term Madness. Roll once on the Short-Term Madness table. On a successful save, or when the Madness is cured, a creature becomes immune to the herald's Maddening Presence for the next 24 hours.
4. Alienating Presence (Constitution). The herald's vicinity grows utterly dark and frigid. On a failed save, a creature is dealt 2d6 cold damage. On a successful save, a creature is dealt half as much. The area also becomes complete darkness. 
5. Suffocating Presence (Intelligence). On a failed save, a creature starts Suffocating. A creature can use its Action to repeat the saving throw, but it is made with Disadvantage if the creature is still within the presence's area. On a successful save, it becomes immune to the herald's Suffocating Presence for the next 24 hours. A creature that does not need to breathe is immune to this presence.
6. Deafening Presence (Constitution). The herald's voice reverberates all around. On a failed save, a creature suffers 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature is dealt half as much damage and isn't deafened. A Deafened creature can repeat the saving throw at the end of its turn, ending the Condition on itself on a success.

Alien Mind. If a creature tries to read the herald's thoughts or deals psychic damage to it, that creature must succeed on a DC 27 Intelligence saving throw or become Stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Resistance (5/Day). If the herald fails a saving throw, it can choose to succeed instead.

Cosmic Being. The herald can’t be surprised and can’t be changed into another form against its will.

Magic Resistance. The herald has advantage on saving throws against spells and other magical effects.

Unusual Nature. The herald doesn’t require air, food, drink, or sleep, and does not age.

Unleashed Horror (Recharges after a Short or Long Rest). If the herald would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points, it recharges its Psychic Whispers, and it regains any expended uses of Legendary Resistance. Additionally, the herald can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the herald after its Mythic Trait activates.

Cosmic Resurrection. When the herald drops to 0 hit points while its Unleashed Horror trait is active, its horrible form melts into unfathomably black ichor and its presence disappears. It is dead until the next Eclipse, when it reappears at full health in a cold, dark and remote location of its choosing in the Wildspace bubble where it died.

Actions

Multiattack. The herald makes three attacks. 

Tendril. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) force damage, and if the target is a creature, it is Grappled (escape DC 27). Until this grapple ends, the herald can’t use this tendril against other targets. The herald has 13 tendrils, each of which can grapple one target.

Dark Spray. Ranged Spell Attack: +19 to hit, range 240 ft., one target. Hit: 10 (4d4) acid damage immediately and 5 (2d4) acid damage at the end of the target's next turn. On a miss, the spray splashes the target with ichor for half as much of the initial damage and no damage at the end of its next turn.

Psychic Whispers (Recharge 5–6). The herald emits dreadful whispers in a 90-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 27 Wisdom saving throw, taking 66 (12d10) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The herald can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The herald regains spent legendary actions at the start of its turn.

Attack. The herald makes one Tendril attack.

Shatter Concentration (Costs 2 Actions). The herald targets a creature it is grappling. The target’s concentration on a spell it has cast or an ability it is maintaining ends, and the target takes 26 (4d12) psychic damage.

Mind Cloud (Costs 3 Actions). The herald unleashes a psychic wave. Each creature within 60 feet of it must succeed on a DC 27 Wisdom saving throw or take 32 (5d12) psychic damage. In addition, every spell ends on creatures and objects of the herald’s choice in that area.

Mythic Actions

If the herald's MYTHIC trait has activated in the last hour, it can use the options below as legendary actions.

Witness the Far Realm (Costs 2 Actions). The herald targets a creature it is grappling. The creature must succeed on a DC 27 Charisma saving throw or take 36 (8d8) psychic damage and be affected by Short-Term Madness.

Void Fissures (Costs 3 Actions). The herald sends out five lines of gravitational energy that streak in different directions. The lines are 150 feet long and 5 feet wide. Each creature in those lines must succeed on a DC 27 Constitution saving throw or take 22 (4d10) force damage on a failed save, or half a much on a successful one.
   Each creature within 10 feet of a line but not in it must succeed on a Constitution saving throw or take 22 (4d10) force damage and be pulled toward the line until the creature is in its area. A creature in the area of more than one fissure is affected only once.

Description

Suffocating [Condition]
While you are Suffocating, you experience the following effects:

Breathing Affected. You are no longer breathing. You are also immune to effects that requires you to breathe.
Countdown. At the start of you turn after you have spent a number of rounds equal to your Constitution modifier + 1 (minimum of 1 round) suffocating, you drop to 0 hit points and are dying.
Dying Affected. While dying, you can't regain hit points or be stabilized until you can breathe again.

Slowed [Condition]
While you are Slowed, you experience the following effects:

Limited Movement. You must spend 1 extra meter of movement for every meter you move using your Speed.
Attacks Affected. Attack rolls against you have Advantage.
Dexterity Saves Affected. You have Disadvantage on Dexterity saving throws.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the herald takes a lair action to cause one of the following effects; the herald can’t use the same effect two rounds in a row:

  • The herald summons 1d10 Guardians.
  • The herald creates a wave of madness. Each creature it can see within its lair must succeed on a DC 27 Sanity saving throw or be Charmed for 1 minute. While charmed in this way, a creature must use its Action at the start of its turn before moving to make a melee attack against another creature of the herald's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Each creature of the herald's choice that it can see within 120 feet of it must succeed on a DC 27 Sanity saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Water sources within 1 mile of the tomb are supernaturally fouled. Enemies of the herald that drink such water vomit it within minutes.
  • Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.
  • If a humanoid spends at least 1 hour within 1 mile of the tomb, that creature must succeed on a DC 27 Sanity saving throw or descend into a type of Indefinite Madness (roll on the Indefinite Madness table). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. This Regional Effect is suppressed while the herald is sealed...
  • If a humanoid finishes a Long Rest while within 1 mile of the tomb, that creature must succeed on a DC 18 Sanity saving throw or descend into a type of Long Term Madness (roll on the Long Term Madness table). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 12 days.

If the herald dies, these effects fade over the course of 3d10 days.

Habitat: SwampUnderdark

Pergris

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