Creature Reference Back to Creatures

Herald of Blood

Huge · Fiend · CR 12 · Neutral Evil

Armor Class
15 (natural armor)
Hit Points and Hit Dice
184 (16d12 + 80)
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Huge
Type Fiend
Alignment Neutral Evil
XP 8400
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Fly 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 240 ft (73.2 m)
Passive Perception 17

Saving Throws

Strength +10 Constitution +9 Wisdom +7

Skills

Arcana +10 Perception +7

Languages

Common, Draconic, Infernal, Void Speech

Resistances & Immunities

Damage Immunities
necrotic, poison
Damage Resistances
cold, fire, lightning
Condition Immunities
exhaustion, frightened, paralyzed, petrified, poisoned

Traits

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

Blood Bolt

+7 to hit, range 120 ft (36.6 m). Hit: 5d8+3 necrotic damage.

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.

Grasping Slam

+10 to hit, reach 10 ft (3 m). Hit: 2d10+6 necrotic damage.

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.

Herald's Staff

+10 to hit, reach 10 ft (3 m). Hit: 2d6+6 plus 3d8 necrotic damage.

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

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.

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.

About Herald of Blood

Herald of Blood is a huge fiend with a Challenge Rating of 12. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 184 hit points (derived from 16d12 + 80).

Herald of Blood has communication capabilities including Common, Draconic, Infernal, Void Speech. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Herald of Blood

1 tips available

When using Herald of Blood in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Herald of Blood

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 12.

Solo Encounter:

A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 15,600 XP
  • Hard: 23,400 XP
  • Deadly: 31,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Herald of Blood?
Herald of Blood has a Challenge Rating of 12, making it appropriate for parties of level 12.0.
What type of creature is Herald of Blood?
Herald of Blood is a Huge Fiend, which affects how certain spells and abilities interact with it.
What languages does Herald of Blood speak?
Herald of Blood can communicate in Common, Draconic, Infernal, Void Speech.

Related D&D 5e Content

Related Creatures