
The Harbinger of Despair
Huge Aberration, Chaotic Evil
Armor Class: 20 (natural armor)
Hit Points: 300 (20d12 + 140)
Speed: 40 ft., fly 60 ft. (hover)
Challenge Rating: 18 (Experience Points: 20,000)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 | 16 | 24 | 18 | 20 | 26 |
Saving Throws: Strength +13, Dexterity +10, Constitution +14, Wisdom +12, Charisma +15
Skills: Insight +12, Intimidation +15, Persuasion +15, Stealth +10
Damage Vulnerabilities: Radiant Damage
Damage Resistances: Psychic Damage; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: None
Condition Immunities: Charmed, Frightened, and Paralyzed
Senses: Darkvision 120 ft., Blindsight 60 ft. (blind beyond this radius), Passive Perception 20, Truesight 60 ft.
Languages: Speaks Common, Deep Speech, and understands all emotional languages
Spellcasting
Spellcasting. The Harbinger of Despair is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +12 to hit with spell attacks). The Harbinger has the following spells prepared:
Cantrips (at will): *Chill Touch, Minor Illusion, Thorn Whip*
1st level (4 slots): *Dissonant Whispers, Hex, Shield of Faith*
2nd level (3 slots): *Mirror Image, Misty Step*
3rd level (3 slots): *Fear, Hunger of Hadar*
4th level (3 slots): *Phantasmal Killer, Spiritual Weapon*
5th level (2 slots): *Dominate Person, Synaptic Static*
6th level (1 slot): *Circle of Death*
7th level (1 slot): *Dream*
8th level (1 slot): *Power Word Stun*
9th level (1 slot): *Power Word Kill*
The Harbinger can cast spells that evoke emotions and manipulate perceptions to enhance its ability to instill dread and despair in others. It prefers to cast spells that weaken opponents before engaging in direct combat, using spells like *Dissonant Whispers* or *Fear* to scatter and demoralize its foes. Spells can be cast before combat begins, particularly in areas filled with despair to amplify their effects; for instance, casting *Dominate Person* on a vulnerable enemy before a fight can drastically shift the odds in its favor.
Actions & Abilities
Multiattack: The Harbinger of Despair makes three attacks: two with its Claw of Despair and one with Siphon Emotion.
Claw of Despair: – Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
– Hit: 4d12 + 8 slashing damage, and the target must make a DC 22 Wisdom saving throw or be Frightened until the end of their next turn.
Siphon Emotion: – The Harbinger targets one creature it can see within 30 feet.
– Target must succeed on a DC 20 Charisma saving throw.
– On a failure: The target takes 6d10 psychic damage, has disadvantage on all attack rolls and saving throws for 1 minute, and the Harbinger regains hit points equal to the psychic damage dealt.
– On success: The target takes half damage without the other effects.
Shadow of Regret (Recharge 5-6): – The Harbinger summons a shadowy aura around it, causing all creatures within a 30-foot radius to feel the weight of their regrets.
– Each creature must make a DC 22 Wisdom saving throw or take 4d10 psychic damage and be Stunned until the end of their next turn. On a successful save, they take half damage and are not stunned.
Debtor’s Call (Recharge 6): – The Harbinger can target one creature within 60 feet to become ensnared by spectral chains.
– Target must make a DC 22 Strength saving throw or be restrained for 1 minute.
– While restrained, they take 3d10 necrotic damage at the start of each of their turns. The target can repeat the saving throw at the end of each of its turns to escape.
Emotional Drain: – Whenever the Harbinger hits a creature with a melee attack, it can force the target to relive a painful memory.
– The target must make a DC 20 Intelligence saving throw.
– On a failed save: The target takes 3d12 psychic damage and has disadvantage on the next ability check or saving throw it makes before the end of its next turn.
– On a successful save: The target takes half damage and suffers no additional effects.
Bewildering Whispers (Recharge 5-6): – The Harbinger unleashes chilling whispers that echo in the minds of up to three creatures within 60 feet.
– Each must succeed on a DC 20 Wisdom saving throw or take 8d10 psychic damage and be Confused until the end of the Harbinger’s next turn. A confused creature cannot take reactions and must roll a d10 at the start of each of its turns to determine its behavior.
Psychic Strike: – The Harbinger targets one creature within 60 feet.
– The target must make a DC 20 Wisdom saving throw or take 3d12 psychic damage and be Frightened until the end of their next turn.
Grasp of Guilt: – The Harbinger targets one creature it can see within 60 feet.
– The target must make a DC 22 Charisma saving throw or relive their most painful memories, becoming Stunned until the end of the Harbinger’s next turn.
Fade Away: – The Harbinger dissipates into shadow and becomes incorporeal until the start of its next turn. Any melee attacks made against it automatically miss during this time.
Echoes of Regret: – All creatures within its lair must make a DC 18 Wisdom saving throw or take 2d8 psychic damage and gain the Frightened condition until the end of their next turn.
Shadowed Pathways: – The terrain shifts violently; each creature in the lair must succeed on a DC 18 Dexterity saving throw or fall Prone as shadowy hands grasp at them.
Dreadful Aura: – The Harbinger projects its aura further, enforcing its Aura of Despair. All creatures within a 60-foot radius must make a DC 22 Wisdom saving throw or be incapacitated until the start of the Harbinger’s next turn.
Appearance
Physical Description of The Harbinger of Despair
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Size and Shape: The Harbinger of Despair stands at an imposing height of nearly ten feet, with a slender yet unnaturally elongated and angular frame. Its long limbs and elongated torso create an eerie silhouette that casts menacing shadows, often leading those who gaze upon it to feel an innate sense of dread.
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Coloration: Its skin beneath the tattered fabric of the suit is an ashen grey, reminiscent of crumbling concrete or decaying hopes. Areas of its body appear seeped in darker shades of inky black, which bleed into one another like stains of despair. Scattered throughout are patches of a sickly greenish hue, symbolizing the corruption it embodies.
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Texture and Surface Features: The creature’s skin has a high degree of texture, appearing almost like cracked porcelain—hardened yet somehow fragile. It reflects light in a way that creates an unsettling glimmer, particularly in its dark recesses, as if sorrow itself has crystallized upon its surface. The palpable darkness surrounding it seems to meld into the fabric of the suit.
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Facial Features: Shrouded in perpetual shadow, the Harbinger’s face is a grotesque visage. Sunken, hollow eye sockets peer out like deep caverns, barely revealing sparkling hints of light that dance within. Its mouth is a horrifying display of jagged, razor-sharp teeth—eternally poised in a grimace that contrasts with the dark ambiance surrounding it. It lacks a distinct nose, giving it an eerie, featureless appearance that only emphasizes the haunting aspect of its presence.
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Limbs and Appendages: The Harbinger’s arms are long and skeletal, with elongated fingers that taper into sharp, claw-like appendages resembling broken credit cards. These fingers flex with a disturbing grace, constantly beckoning towards unsuspecting souls. Its legs, while strong, appear spindly, contributing to its unsettling gait as it stalks through the remnants of once-vibrant communities.
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Special Features: Wisps of shadowy despair swirl around its body like living smoke, flowing from its form in tendrils that seem capable of wrapping around the hearts of those nearby. Occasionally, glimmers of light pulse through the shadows, hinting at the tortured souls entwined within the Harbinger’s essence. The blackened rings adorning its fingers pulse ominously, a physical manifestation of the anguish that fuels its might.
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Posture and Movement: The Harbinger maintains a hunched posture, yet its movements are deceptively smooth, gliding across the ground with purpose. It shifts with an almost liquid elegance, often pausing to sense emotions in the air—in a predator-like fashion—before lunging to seize upon its next victim. Its presence somehow distorts the space around it, as if reality itself bends under the weight of despair it carries.
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Additional Notable Traits: A dark, almost palpable aura extends from the Harbinger, suffocating hope and light within its vicinity. The air thickens with melancholic energy, causing a chilling feeling that creeps into the hearts of those nearby. As it draws closer, those in its presence may hear faint, echoing cries or whispers—lost voices ultimately consumed by despair—a haunting reminder of the lives once lived in vibrant sorrow. The very ground it walks upon seems to decay, leaving behind withered remains of what once was.
Tactical Information
Tactical Information for The Harbinger of Despair
Combat Behavior:
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Initial Approach: The Harbinger of Despair prefers to ambush its foes, using its immense height and the shadows it creates to intimidate early on. It will typically position itself in a central location within its lair, absorbing the despair that permeates the area, and wait until its prey is distracted or separated before it strikes.
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Using its Aura: Once combat begins, the Harbinger activates its Aura of Despair immediately. It seeks to weaken the party before making direct assaults, ensuring they are more vulnerable to its attacks and debuffs.
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Siphoning Emotions: The Harbinger identifies the most emotionally strained character or the one showing signs of weakness, likely due to effects from its aura. Utilizing its Siphon Emotions, it feeds off their despair, diminishing their combat effectiveness while healing itself.
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Launching Shadow Attacks: On its turns, the Harbinger will take the time to use its Shadow of the Past, summoning multiple ghostly figures. The spectral shackles create an overwhelming feeling of dread, but it will tactically summon these shadows to harass multiple foes, causing confusion and disarray within the party.
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Defensive Measures: If the Harbinger finds itself taking significant damage, it will make use of Fade Away to become incorporeal, retreating momentarily from attacks while maintaining its presence on the battlefield. This ability allows it to shift back into a more advantageous position or to the edges of the fight, keeping within the radius of its aura.
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Psychic Assaults: During the combat, the Harbinger will utilize its legendary actions strategically. It may initially focus on using Psychic Strike to weaken the strongest attacker in the group, following that with Grasp of Guilt on the magic users. This combination allows it to continuously disrupt the action economy of the party.
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Employing Debtor’s Call: If faced with overwhelming numbers, the Harbinger may use Debtor’s Call to restrain a significant threat in the party, ensuring that one powerful character is effectively neutralized for a brief period.
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Avoiding Direct Combat: The Harbinger is not inclined to engage in melee attacks unless necessary. It prefers to rely on its abilities to weaken its enemies or to control the battlefield through ethereal manifestations.
Narrative Interactions:
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Psychological Warfare: When first encountered, the Harbinger speaks with a low, haunting voice that reverberates through the air, taunting its enemies about their past failures or hidden debts. It might echo their own regrets back at them to induce panic and despair right before the combat ensues.
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Temptation and Bargains: The Harbinger is cunning and manipulative. Before or during battle, it may attempt to negotiate with players, offering to relieve their burdens in exchange for a portion of their life force or memories. This adds a layer of moral conflict, forcing players to ponder the cost of relief from despair.
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Echos of the Past: The Harbinger interacts with its environment by summoning visions of historic tragedies relevant to the characters. When a character approaches, it might invoke visions that cause the character to relive their squalor, producing both psychological stress and damage if they cannot endure the memories.
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Fear and Despair: Its presence can inspire desperate measures. NPCs surrounding the confrontation may start to exhibit symptoms of despair, becoming distraught or pleading not to engage with it. These emotional stakes may encourage players to find alternate routes to resolve the confrontation, rather than direct combat.
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Flight or Fight Responses: The atmosphere created by the Harbinger can evoke responses from the party. Characters who are particularly fearful or vulnerable may attempt to flee instead of fighting, using the Harbinger’s tactics against them as they struggle to maintain hope.
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Leverage Emotions in Role-Play: The Harbinger may focus on individuals within the party, targeting their specific emotional wounds or weaknesses in dialogue. This presentation can draw away from combat, enriching the narrative experience and allowing roleplaying opportunities to shine, forcing characters to confront their pasts and resolve their inner conflicts before they even engage.
Conclusion:
The Harbinger of Despair is a complex, multifaceted opponent that’s designed not just to be fought but to challenge players’ resolve, morals, and the very essence of their characters. This emotional and structural approach to combat creates a tension-filled encounter that resonates with themes of loss, despair, and hope, ensuring that victories are hard-fought and layered with meaning.