Harbinger of Wrath

Gargantuan construct, chaotic evil

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)

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
Challenge 20 (25,000 XP)


  • 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.


  • 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.
  • 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.
  • 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.


Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path.

Engines of Decimation. The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle.

Forged by Demons. The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem.

Construct Nature. A harbinger doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page