Herald                of       Slaughter
The butcher strides down the lane, preaching of threshing the
    chaff from the wheat. Around it, people tear into each other, blind
    with rage. All the while, the butcher grows in stature and sprouts
    wicked horns as it revels in the massacre.
    Heralds of slaughter are sent by dark gods to foment unrest
    and agitate mortals into committing barbaric atrocities.
    Provokers of Wrath. Disguised as a trusted
    craftsman, a herald of slaughter finds a source of anger in
    a community and feeds it until it grows, all while pretending
    to understand and offer solutions to the source. A herald of
    slaughter fuels the anger of the people by instigating mass
    culling, revolts, and blood sacrifices. As problems escalate,
    a herald of slaughter reveals its fiendish form to culminate
    the savagery in a final, chaotic exaltation of the dark gods.
    Brutality and Blood. Once a herald of slaughter
    has been revealed, it assumes its fiendish appearance and
    wades fanatically into combat. Wielding a massive meat
    cleaver and rage-inducing magic, a herald of slaughter seeks
    to destabilize its opponents by inciting blinding fury and
    pitting comrades against each other.
     HERALD OF SLAUGHTER
    Large fiend, chaotic evil
    Armor Class 15 (natural armor)
    Hit Points 133 (14d10 + 56)
    Speed 40 ft.
    STR         DEX          CON           INT         WIS          CHA
    18 (+4)     10 (+0)      19 (+4)       12 (+1)     12 (+1)      18 (+4)
    Saving Throws Str +8, Dex +4, Wis +5, Cha +8
    Skills Athletics +8, Deception +8, Perception +5, Persuasion +8
    Damage Resistances cold, fire, lightning, slashing
    Damage Immunities necrotic, poison, psychic
                                                                                       Innate Spellcasting. The herald’s innate spellcasting ability is
    Condition Immunities charmed, exhaustion, frightened, paralyzed,
                                                                                        Charisma (spell save DC 16). It can innately cast the following spells,
     petrified, poisoned
                                                                                        requiring no material components:
    Senses darkvision 120 ft., passive Perception 15
                                                                                         At will: detect thoughts
    Languages Abyssal, Common, Infernal
                                                                                         3/day: charm person, fear, suggestion
    Challenge 11 (7,200 XP)
                                                                                         1/day: modify memory, seeming
    Corrupting Aura. The calm emotions spell instantly fails when cast                 ACTIONS
     within 60 feet of the herald. In addition, any creature that starts its           Multiattack. The herald of slaughter makes three attacks: one with
     turn within 30 feet of the herald must succeed on a DC 16 Wisdom                   its gore and two with its cleaver. Alternatively, it can use Enkindle
     saving throw or grow hostile. On its turn, a hostile creature must                 Hate twice. If it hits one target with Enkindle Hate twice using this
     move to and make one attack against the nearest creature other                     action, the target must succeed on a DC 16 Charisma saving throw
     than the herald. If no other creature is near enough to move to and                or use its reaction to immediately move up to half its speed and
     attack, the hostile creature stalks off in a random direction, seeking             make one melee attack against a random target within range.
     a target for its hostility. At the start of each of the herald’s turn, it         Enkindle Hate. Ranged Spell Attack: +8 to hit, range 120 ft., one
     chooses whether this aura is active.                                               target. Hit: 18 (4d8) fire damage, and the target must succeed on a
    Magic Weapons. The herald’s weapon attacks are magical.                             DC 16 Constitution saving throw or be blinded until the end of its
    Shapechanger. The herald can use its action to polymorph into a                     next turn.
     Small or Medium humanoid it has seen, or back into its true form.                 Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15
     Its statistics, other than its size, are the same in each form. Any                (2d10 + 4) piercing damage, and the target must succeed on a DC
     equipment it is wearing or carrying isn’t transformed. It reverts to               16 Strength saving throw or be knocked prone.
     its true form if it dies.                                                         Cleaver. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
                                                                                        15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage.
H             TOME OF BEASTS 2                                                   198
 Herald               of the            Void
The herald of the void portends the world’s ruination by means of               area must make a DC 17 Wisdom saving throw, taking 27 (6d8)
cold, fire, plague, war, or a magical apocalypse of another kind.               psychic damage on a failed save, or half as much damage on a
It speaks only in the voice of disasters, and it empowers, goads,               successful one. This melody doesn’t affect creatures that understand
and encourages the followers of every unspeakable god and the                   Void Speech.
leaders of every profane death cult.                                           LEGENDARY ACTIONS
Empty Whispers. In the days before a herald of the Void                        The herald of the void can take 3 legendary actions, choosing from
visits a territory, ghostly occurrences become more common,                    the options below. Only one legendary action option can be used
especially at night. Strange, luminous forms are seen under                    at a time and only at the end of another creature’s turn. The herald
rafts, among the trees, and in any dark and empty place.                       regains spent legendary actions at the start of its turn.
Creature of Motion. The herald of the Void always seems                        Move. The herald flies up to half its flying speed without provoking
stirred by a breeze, even in an airless space. Nothing short of                 opportunity attacks.
stopping time itself can change this.                                          Void Claw (Costs 2 Actions). The herald makes one void claw attack.
                                                                               Discorporate (Costs 2 Actions). The herald chooses up to two
Folding Infinite Space. While the herald of the Void                            creatures it can see within 30 feet of it. Each target must succeed on
seems corporeal, its body displays a strange ability to fold itself             a DC 17 Constitution saving throw or become intangible until the
in impossible ways, and sometimes it seems to teleport great                    end of its next turn. While intangible, the creature is incapacitated,
distances or to summon objects from afar without effort.                        drops whatever it’s holding, and is unable to interact with physical
                                                                                objects. The creature is still visible and able to speak.
 HERALD OF THE VOID                                                            Song of Mighty Doom (Costs 3 Actions). The herald emits a
Large fiend, chaotic evil                                                       cacophonous dirge praising the Void. Each creature other than
Armor Class 17 (natural armor)                                                  the herald within 30 feet of the herald and that understands Void
                                                                                Speech gains 10 temporary hp.
Hit Points 123 (13d8 + 65)
Speed 30 ft., fly 50 ft. (hover)
STR        DEX          CON         INT         WIS        CHA
12 (+1)    20 (+5)      20 (+5)     19 (+4)     15 (+2)    12 (+1)
Saving Throws Dex +9, Con +9
Skills Stealth +9, Perception +10
Damage Resistances fire, lightning, poison
Damage Immunities cold, necrotic, radiant
Condition Immunities blinded, charmed, deafened, frightened,
 prone, stunned, unconscious
Senses truesight 60 ft., passive Perception 20
Languages Abyssal, Common, Void Speech
Challenge 11 (7,200 XP)
Annihilating Form. Any object that touches or hits the herald of the
 Void vaporizes. If the object is being worn or carried by a creature,
 the creature can make a DC 15 Dexterity saving throw to prevent
 the object from being vaporized. If the object is magical, the
 creature has advantage on the saving throw. The herald can choose
 to not vaporize an object.
Legendary Resistance (3/Day). If the herald fails a saving throw, it
 can choose to succeed instead.
Zero-Dimensional. The herald can move through any space
 without squeezing.
ACTIONS
Multiattack. The herald makes two void claw attacks.
 Alternatively, it can use its Void Ray twice.
Void Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
 target. Hit: 18 (3d8 + 5) cold damage plus 4 (1d8) force damage.
Void Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one
 target. Hit: 9 (2d8) cold damage and 9 (2d8) force damage.
The Final Song (Recharge 5–6). The herald utters a melody
 of cosmic doom in a 30-foot cone. Each creature in that
                                                                         199                                       TOME OF BEASTS 2                      H