Illustration Xan Drake

Harbinger of Wrath

Tome of Beasts 2
Challenge 20
(25,000 XP)
Robinloft Estimated CR 19
Gargantuan construct, chaotic evil
Armor Class 21 (natural armor)
Hit Points 297 (18d20+108)
Speed 50 ft.
STR
28 (+9)
DEX
8 (-1)
CON
22 (+6)
INT
5 (-3)
WIS
11 (+0)
CHA
3 (-4)
Saving Throws
Skills
Damage Resistances acid, lightning, necrotic
Damage Immunities cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Environments
Adamantine Weapons.

The harbinger’s weapon attacks are adamantine and magical.

Immutable Form.

The harbinger is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day).

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

Magic Resistance.

The harbinger has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The harbinger of wrath makes two slam attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn’t have two other creatures grappled.
Drain Life (Recharge 5–6).

The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt.

Impale.

The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger’s spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger’s turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger’s spikes by using 10 feet of movement.

Spike Volley (Recharge 5–6).

The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one.

Harbinger of Wrath

Not yet described

Duplication and Templates

Want to make a new design starting from 'Harbinger of Wrath'? Want to apply a template?