Creature Reference Back to Creatures

Herald Of Darkness

Large · Fiend · CR 7 · Neutral Evil

Source. Tome of Beasts
Armor Class
15 (chain shirt)
Hit Points and Hit Dice
105 (10d10+50)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
14
+2
CON
20
+5
INT
12
+1
WIS
15
+2
CHA
20
+5

Overview

Category Monsters
Size Large
Type Fiend
Alignment Neutral Evil
XP 2900
Initiative Bonus +2

Movement

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

Senses

Darkvision 200 ft (61 m)
Passive Perception 15

Saving Throws

Strength +8 Constitution +8 Charisma +8

Skills

Athletics +8 Deception +8 Perception +5

Languages

Common, Elvish, Goblin, Infernal, Sylvan

Resistances & Immunities

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

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Corrupting Touch

A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw.

Gift of Darkness

A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation.

Shadow Form

A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action.

Actions

Embrace Darkness

Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis.

Majesty of the Abyss

Recharge 4–6

The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds.

Multiattack

The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack.

Shadow Sword

+8 to hit, reach 10 ft (3 m). Hit: 2d12 slashing damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

About Herald Of Darkness

Herald Of Darkness is a large fiend with a Challenge Rating of 7. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 105 hit points (derived from 10d10+50).

Herald Of Darkness has communication capabilities including Common, Elvish, Goblin, Infernal, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Herald Of Darkness

2 tips available

When using Herald Of Darkness 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.
  • 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 Darkness

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.
  • 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

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 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 Darkness?
Herald Of Darkness has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Herald Of Darkness?
Herald Of Darkness is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Herald Of Darkness speak?
Herald Of Darkness can communicate in Common, Elvish, Goblin, Infernal, Sylvan.

Related D&D 5e Content

Related Creatures