D&D Homebrew

Harbinger of Sorrow

(Large Aberration, Chaotic Evil)
W. B.

Armor Class: 16 (natural armor)
Hit Points: 150 (20d10+40)
Speed: 40 ft. (Climb 30 ft.) 

Saving Throws: Int +10, Wis +12
Skills: Insight +12, Intimidation +5, Perception +12, Persuasion, +5
Damage Vulnerabilities: Radiant
Damage Resistant: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Psychic
Condition Immunities: Charmed, Frightened, Paralyzed
Senses: Truesight (120 ft.), Passive Perception (22)
Languages: All, Telepathy (60 ft.)
Challenge: 16 (15,000 XP) 

DeAnna Edmondson

Legendary Resistance (3/Day): If Harbinger of Sorrow fails a saving throw, they can choose to succeed instead.

Aura of Misery:  When Harbinger of Sorrow is below half of its maximum health, the manifest an Aura in which the psychological stability of those around them becomes unstable. Each creature that starts its turn within 30 ft. of Harbinger of Sorrow must make a DC 18 Constitution saving check, taking 18 (4d8) psychic damage on a failed save and half as much on a successful one. 

Actions 

Multiattack:  Harbinger of Sorrow uses its mental tendrils to make 3 dejecting stabs.

Dejecting Stab: Harbinger of Sorrow stabs into the minds of others. +14 to hit, reach 15 ft., one target.
Hit: 23 (3d10+7) psychic damage. 

Downturn Strike: Melee Weapon Attack: +12 to hit, reach 10ft, one target.
Hit: 23 (3d10 +7) slashing damage plus 9 (2d8) necrotic damage. The target creature makes a DC 17 charisma saving throw. On failure the target creature is paralyzed. The target creature may remake this saving throw at the end of each of their turns to end the condition. 

Mental Drain (Recharge 5-6): Harbinger of Sorrow targets up to two creatures that it can see within 10 ft. of it. Each target must succeed on a DC 17 Wisdom Saving throw or take 14 (4d6) necrotic damage, and Harbinger of Sorrow regains hit points equal to the total damage dealt to all targets. 





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