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Rapid Herald

Medium elemental, chaotic neutral

AC
15
HP
136
Speed
30
CR
5

White water has a voice upriver, and sometimes it wears a shape. A rapid herald dances the broken water where the river drops over stone, laughing as it does, and boatmen read its leaping as a warning to portage.


Armor Class 15 (flowing current-body)

Hit Points 136 (16d8 + 64)

Speed 30 ft., swim 60 ft.


STR
14 (+2)
DEX
17 (+3)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
14 (+2)

Saving Throws Dex +6

Skills Acrobatics +6, Perception +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities exhaustion, grappled, paralyzed, petrified, restrained

Senses darkvision 60 ft., passive Perception 15

Languages Aquan, Common

Challenge 5


Traits

Blinding Speed. The herald can take the Dash action as a bonus action on each of its turns, and it can Dash up to three times on its turn. It does not provoke opportunity attacks while dashing through water.

Rapids Stride. The herald can move across the surface of water and through rapids without penalty, and difficult terrain made of water costs it no extra movement.

Actions

Multiattack. The herald makes three rushing strike attacks.

Rushing Strike. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage.

Whirl (Recharge 5–6). The herald spins the water around it into a sudden eddy. Each creature within 10 feet of the herald must make a DC 15 Constitution saving throw. On a failed save a creature takes 13 (3d8) Bludgeoning damage, is pushed 15 feet away from the herald, and is knocked prone. On a successful save it takes half as much damage and is neither pushed nor knocked prone.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022