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Herald of the Void

Large · Fiend · CR 11 · Chaotic Evil

Armor Class
17 (natural armor)
Hit Points and Hit Dice
123 (13d8+65)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
20
+5
CON
20
+5
INT
19
+4
WIS
15
+2
CHA
12
+1

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 7200
Initiative Bonus +5

Movement

Walk 30 ft (9.1 m)
Fly 50 ft (15.2 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)
Hover Yes

Senses

Truesight 60 ft (18.3 m)
Passive Perception 20

Saving Throws

Dexterity +9 Constitution +9

Skills

Perception +10 Stealth +9

Languages

Abyssal, Common, Void Speech

Resistances & Immunities

Damage Immunities
cold, necrotic, radiant
Damage Resistances
fire, lightning, poison
Condition Immunities
blinded, charmed, deafened, frightened, prone, stunned, unconscious

Traits

Annihilating Form

Any object that touches or hits the herald of the Void vaporizes. If the object is being worn or carried by a creature, the creature can make a DC 15 Dexterity saving throw to prevent the object from being vaporized. If the object is magical, the creature has advantage on the saving throw. The herald can choose to not vaporize an object.

Legendary Resistance (3/Day)

If the herald fails a saving throw, it can choose to succeed instead.

Zero-Dimensional

The herald can move through any space without squeezing.

Actions

Discorporate (Costs 2 Actions)

The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated, drops whatever it's holding, and is unable to interact with physical objects. The creature is still visible and able to speak.

Multiattack

The herald makes two void claw attacks. Alternatively, it can use its Void Ray twice.

Song of Mighty Doom (Costs 3 Actions)

The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp.

The Final Song

Recharge 5–6

The herald utters a melody of cosmic doom in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. This melody doesn't affect creatures that understand Void Speech.

Void Claw (Costs 2 Actions)

The herald makes one void claw attack.

Void Ray

+8 to hit, range 120 ft (36.6 m). Hit: 2d8 force damage.

Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 9 (2d8) cold damage and 9 (2d8) force damage.

Legendary Actions

Discorporate

Cost 2

The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated, drops whatever it's holding, and is unable to interact with physical objects. The creature is still visible and able to speak.

Move

Cost 1

The herald flies up to half its flying speed without provoking opportunity attacks.

Song of Mighty Doom

Cost 3

The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp.

Void Claw

Cost 2

+9 to hit, reach 10 ft (3 m). Hit: 3d8+5 plus 1d8 force damage.

The herald makes one void claw attack.

About Herald of the Void

Herald of the Void is a large fiend with a Challenge Rating of 11. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 123 hit points (derived from 13d8+65).

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

GM Tips: Using Herald of the Void

2 tips available

When using Herald of the Void 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.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.

Player Guide: Facing Herald of the Void

2 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.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 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 the Void?
Herald of the Void has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Herald of the Void?
Herald of the Void is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Herald of the Void speak?
Herald of the Void can communicate in Abyssal, Common, Void Speech.

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