Harbinger of Wrath
Gargantuan Construct, chaotic evil (CR 20)Armor Class 21 natural armor
Hit Points 297 (18d20+108)
Speed 50 ft.
28 (+9)
8 (-1)
22 (+6)
5 (-3)
11 (+0)
3 (-4)
Skills
Senses truesight 120 ft., passive Perception 10
Languages understands the languages of its creator but canât speak
Challenge Rating 20
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 doesnât have two other creatures grappled.
Impale.
The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbingerâs spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbingerâs 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 harbingerâs spikes by using 10 feet of movement.
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.
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.
sizeGargantuan
typeConstruct
group
alignmentchaotic evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistancesacid, lightning, necrotic
damage_immunitiescold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
condition_immunitiescharmed, exhaustion, frightened, paralyzed, petrified, poisoned
cr20
reactions
legendary_desc
legendary_actions
special_abilitiesname: Adamantine Weapons,desc: The harbingerâs weapon attacks are adamantine and magical.,name: Immutable Form,desc: The harbinger is immune to any spell or effect that would alter its form.,name: Legendary Resistance (3/Day),desc: If the harbinger fails a saving throw, it can choose to succeed instead.,name: Magic Resistance,desc: The harbinger has advantage on saving throws against spells and other magical effects.
spell_list
page_no193
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
Find the complete stats on: Open5e
Tome of Beasts 2, page no. 193