Rapid Herald
Medium elemental, chaotic neutral
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 Weapon Attack: +6 to hit, reach 5 ft., one target. 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.





