Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Draconic, Infernal, Void Speech
Resistances & Immunities
Environments
Traits
Blood Armor
The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack.
Gift of Blood
As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation.
Grant Blood Rage
As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss.
Humanoid Form
A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will.
Melting Touch
When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw.
Actions
Call of Blood (Costs 2 Actions)
Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion.
Engulfing Protoplasm
+10 to hit, reach 10 ft (3 m). Hit: 2d12 acid damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way.
Majesty of Ragnarok (Costs 3 Actions)
The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion.
Legendary Actions
Call of Blood
Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion.
Majesty of Ragnarok
The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion.
Move
The herald of blood moves up to half its speed.
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 115 hit points (derived from 10d12+50).
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
2 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.
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Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
Player Guide: Facing Herald Of Blood
2 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.
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Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
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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