Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Draconic, Infernal, Void Speech
Resistances & Immunities
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
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
GM Tips: Using Herald of Blood
When using Herald of Blood in your D&D 5e campaign, consider these tactical approaches:
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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
Player Guide: Facing Herald of Blood
When your party encounters this creature, keep these strategies in mind:
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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
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
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.
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