Herald of Darkness (Frog God Games)

Large fiend, neutral evil

Armor Class 15 (chain shirt)
Hit Points 105 (10d10 + 50)
Speed 30 ft., swim 30 ft., fly 50 ft.

20 (+5) 14 (+2) 20 (+5) 12 (+1) 15 (+2) 20 (+5)

Saving Throws Strength +8, Constitution +8, Charisma +8
Skills Athletics +8, Deception +8, Perception +8
Damage Resistances bludgeoning, thunder
Damage Immunities cold, lightning, necrotic, poison
Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 200 ft., passive Perception 18
Languages Common, Elvish, Goblin, Infernal, Sylvan
Challenge 7 (2,900 XP)

Special 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, and it can’t attack, interact with physical objects, or speak. It can return to its corporeal form as a bonus action


  • Multiattack. The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack.
  • 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. Succeeding on 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.
  • Shadow Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

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