Translations:Arauto do Enxame/12/en

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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:
  • Observation — Energy Emission. The Hive Herald emits Void energy during its melee and ranged attacks, adding 12 Disruptive damage to the attacks it performs, including weapon attacks.
  • Observation — Multiple Eyes. The Hive Herald develops additional eyes, allowing it to see in all directions and making it immune to the Blind condition.
  • Observation — Disintegration Nucleus. The Hive Herald gains the ability to fire beams of vastinata energy to attack. The Herald gains the Disintegration Beam attack, an Intelligence-based ranged attack with a range of 120/300 feet that deals 36 (3d12+17) Disruptive damage to a target. This attack has a cooldown of 4–6.

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.
Multiple Objects Handling. The Hive Herald has 4 arms with functional hands, allowing it to wield up to 4 one-handed weapons or pieces of equipment simultaneously, in addition to applying its proficiency bonus to attack rolls made with those weapons.

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.
  • The Hive Herald can perform an action and restore its reaction (if spent).
  • The Hive Herald can use all or the remainder of its movement.
  • The Hive Herald can cast a Safeguard again to counter an effect targeting it.
    • Cost. When the Hive Herald restores the shield in this way, it loses 12 health points.
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:
  • Resolve: When the Hive Herald is required to make a saving throw to resist an effect, it may spend 3 Resilience points to gain advantage on the roll.
  • Resist: When the Hive Herald rolls a saving throw again after failing one against a persistent effect, the Hive Herald may spend 6 Resilience points to gain advantage on the saving throw.
Runes
Runic Pulse: Lazulite Pulse (7 points)
Runes: Offspring Elder, 4 uses (summons 1d6 Neonatologist Voidlings).