Hive Herald
"It spoke to me as... as if it knew me. Like it wanted me to meet... something..." – Kai'Sa
The Hive Herald is a Voidborn with a particularly humanoid appearance, whose role is to pave the way for the Void to consume reality. To make this possible, this creature possesses the unique ability to spawn other Voidborns almost instantly.
In addition to his unique ability, the Hive Herald is also particularly intelligent, even capable of communicating with creatures of the Material Realm, though he uses this ability primarily to announce the imminent end he brings with him.
Lair
The Hive Herald appears accompanied by a Portal to the Void, an otherworldly structure that defies the rules of reality and serves as a gateway for the Void to take over the Material Realm.
At the center of the location where the Portal of the Void appears is a distorted structure that acts as a conduit for the power of the Void.
Regional Effects
A Void Portal corrupts the area where it appears, affecting a 1-mile radius with the following effects:
- The area is afflicted by the Touch of the Void curse as long as the portal exists.
- Creatures of the Voidborn type appear within this area.
The regional effects gradually fade over 1d10 days after the Portal to the Void is destroyed.
Lair Actions
The structure at the center of the portal functions as a power Obelisk to strengthen the Hive Herald. It has 60 hit points, AC 18, immunity to all simple physical damage, and vulnerability to Acid and Lunar damage.
During combat, the Obelisk can perform the following lair actions:
- Accelerated Growth. The Obelisk's energy casts the Enlarge version of the Enlarge/Reduce spell on a creature with the Vastinata type or subtype within a 30-foot radius of the Obelisk.
- Create Voidborn (Count 3). The Void Portal releases 2 (1d4) creatures of the voidborn type with a CR of 1.
- Disintegrating Ray. A line of energy from the void, 30 feet long and 5 feet wide, appears at a point chosen by the Hive Herald. Each creature in the area must make a Constitution saving throw (DC 16), taking 5 (2d4) Disruptive damage on a failure or half that damage on a success.
If the Obelisk is destroyed, the Hive Herald is unable to use these Lair Actions.
Void Portal Sheets
Herald
| Hive Herald | Paragon T3 | CR 12 | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Voidborn, Large | |||||||||||
| HP | AC | DR | Proficiency | Initiative | |||||||
| 270 (48d10+6) | 15 | 4 | +4 | +4 | |||||||
| Attributes | |||||||||||
| STR: | 14 | DEX: | 19 | CON: | 17 | INT: | 20 | WIS: | 15 | CHA: | 13 |
| +2 | +4 | +3 | +5 | +2 | +1 | ||||||
| Additional | |||||||||||
| Senses: | Darkvision 60 feet, Passive Perception 16 | ||||||||||
| Speed | 30 feet of walking | ||||||||||
| Skills: | Arcanism +9, Perception +6, Religion +9 | ||||||||||
| Languages: | Icathian, Shuriman, Old Shuriman | ||||||||||
| Experience | |||||||||||
| Collective: 4.200 | Individual: 1.575 | ||||||||||
| Defenses | |||||||||||
| Saving Throws: Constitution +7, Intelligence +9 Damage Resistances: Simple physical damages and Disruptive damage Damage immunity: Poison damage Damage vulnerability: Acid damage and Lunar damage | |||||||||||
| Features | |||||||||||
| Adaptability. When the Hive Herald lands a critical hit, reduces a creature to 0 hit points, or takes a critical hit, it gains 1 adaptability token that can be spent on an Adaptation action. Adaptation: Observation. The Hive Herald can use 1 Adaptation token and an action at the start of its turn to enhance itself. The effects of Observation Adaptations remain as long as the Herald maintains concentration on them; they are replaced if a new adaptation is made. The Herald loses the adaptation if he takes damage, moves, or makes an attack. If he maintains the chosen adaptation until he takes a rest, the adaptation becomes permanent and no longer requires concentration. When using this type of adaptation, the Hive Herald chooses from the options below:
Adaptation: Procreation of the Void. The Hive Herald may spend an entire turn channeling and consume a number of adaptability tokens of their choice to generate a Voidborn Embryo, transferring the number of tokens consumed to the Embryo. The Hive Herald must concentrate on creating the Embryo until the start of its next turn, losing its adaptability if it takes damage or moves. While concentrating on this process, the Hive Herald cannot make attacks. | |||||||||||
| Attacks | |||||||||||
| Multiple Attacks. The Hive Herald can use an action to make 2 attacks with Claws or 1 attack with a Tail Tentacle. Additionally, the Hive Herald can make an attack with a Tail Tentacle using a bonus action. Claws. Melee Natural Weapon Attack, +4 to hit, 5 ft. range, one target. On a hit, deals 22 (4d10) Lacerating damage + 14 (2d8+5) Disruptive damage. Tail Tentacle. Melee Natural Weapon Attack, +8 to hit, 10 ft. range, one target. On a hit, deals 22 (4d8+4) Crushing damage + 14 (2d8+5) Disruptive damage. | |||||||||||
| Epic Actions | |||||||||||
The Hive Herald has 4 epic action charges and may spend one of these charges to take an action. Only one action may be used at a time at the end of another creature’s turn. At the start of the Hive Herald’s turn, the number of charges resets to 4.
| |||||||||||
| Epic Resistance | |||||||||||
| Resilience Points: 90 Whenever the Hive Herald would fail a safeguard against any effect, it may spend 12 Resilience points to succeed. Additionally, the Hive Herald may use the effect below:
| |||||||||||
| Runes | |||||||||||
| Runic Pulse: Lazulite Pulse (7 points) Runes: Offspring Elder, 4 uses (summons 1d6 Neonatologist Voidlings). | |||||||||||
Neonatologist
| Neonatologist Voidling | Minion | CR 1 | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Voidborn, Small | |||||||||||
| HP | AC | DR | Proficiency | Initiative | |||||||
| 5 (2d4) | 16 | 1 | +2 | +2 | |||||||
| Attributes | |||||||||||
| STR: | 8 | DEX: | 14 | CON: | 10 | INT: | 5 | WIS: | 4 | CHA: | 6 |
| -1 | +2 | 0 | -3 | -3 | -2 | ||||||
| Additional | |||||||||||
| Senses: | Darkvision 60 feet. Passive Perception 11 | ||||||||||
| Speed: | 45 feet of levitation | ||||||||||
| Skills: | Acrobatics +4, Athletics +1, Stealth -1, Perception +1 | ||||||||||
| Languages: | — | ||||||||||
| Experience | |||||||||||
| Collective: 12 | Individual: 4 | ||||||||||
| Defenses | |||||||||||
| Saving Throws: Dexterity +4, Intelligency -1 Damage resistances: Simple physical damages and Disruptive damage Damage immunities: Poison damage Damage vulnerability: Acid damage and Lunar damage | |||||||||||
| Characteristics | |||||||||||
| Adaptability'. When the Voidling lands a critical hit, reduces a creature to 0 hit points, or takes a critical hit, it gains 1 adaptability token that can be spent on an Adaptation action. Adaptation: Observation. The Voidling can use 1 Adaptation token and an action at the start of its turn to enhance itself. The effects of Observation Adaptations remain as long as the Voidling maintains concentration on them; they are replaced if a new adaptation is made. The Voidling loses the adaptation if he takes damage, moves, or makes an attack. If he maintains the chosen adaptation until he takes a rest, the adaptation becomes permanent and no longer requires concentration. When using this type of adaptation, the Voidling chooses from the options below:
Caretaker Tentacles. The Neonatologist Voidling can use its tentacles to wrap around a Voidborn Embryo; the Embryo becomes Gripped by the Neonatologist Voidling, and any attack targeting it is redirected to the Neonatologist Voidling instead. While carrying a Voidborn Embryo, the Neonatologist Voidling cannot attack with its Tentacles. | |||||||||||
| Attacks | |||||||||||
| Tentacle. Melee Natural Weapon Attack, +2 to hit, 5 ft. range, one target. On a hit, deals 0 (1d2-1) Bludgeoning damage. | |||||||||||
| Runes | |||||||||||
| Runic Pulse: Pearl Pulse (Up to 1 target creature gains 3 temporary hit points, +1 to saving throws, and +2 to damage) | |||||||||||
Embryo
| Voidborn Embryo | Minion | CR 1 | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Voidborn, Diminutive | |||||||||||
| HP | AC | DR | Proficiency | Initiative | |||||||
| 11 (2d4+6) | 12 | 1 | +2 | -2 | |||||||
| Attributes | |||||||||||
| STR: | 6 | DEX: | 6 | CON: | 17 | INT: | 4 | WIS: | 4 | CHA: | 4 |
| -2 | -2 | +3 | -3 | -3 | -3 | ||||||
| Additional | |||||||||||
| Senses: | — | ||||||||||
| Speed | 0 feet | ||||||||||
| Skills: | — | ||||||||||
| Languages: | — | ||||||||||
| Experience | |||||||||||
| Collective: 12 | Individual: 4 | ||||||||||
| Defenses | |||||||||||
| Damage resistances: Simple damage and Disruptive damage Damage immunity: Poison damage Damage vulnerability: Acid damage and Lunar damage | |||||||||||
| Characteristics | |||||||||||
| Adaptability. When it takes a critical hit, the Voidborn Embryo gains 1 adaptability token that can be spent on an Adaptation action. Adaptation: Incubation. The Voidborn Embryo consumes Adaptability tokens to slowly transform into a Voidborn based on the number of Adaptability tokens consumed, initiating a countdown equal to the number of tokens required, which is reduced by 1 at the start of each of the Embryo's turns; the count can be reduced further by consuming an additional number of Adaptability tokens equal to the number consumed to activate the ability. When activating Incubation, the Embryo must choose one of the following options:
When it becomes a different type of Voidborn, the Embryo retains its unused adaptability markers. | |||||||||||
| Attacks | |||||||||||
| The Voidborn Embryo is unable to attack. | |||||||||||
| Runes | |||||||||||
| Runic Pulse: Jade Pulse (1d4 Bludgeoning and Fire) | |||||||||||