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    Herald of Dreams

    This immense butterfly-like creature has the face of a moth, brightly colored wings and body, and a long three-pronged tail that looks like peacock feathers. As it beats its wings, a light misting of sparkling dust falls from them. Its large multifaceted eyes hold within their otherworldly beauty the spark of intelligence and reasoning.

    Herald of Dreams
    CR 15

    XP 51,200
    CG huge outsider (chaotic, extraplanar, good)
    Init +10; Senses blindsense 60 ft., darkvision 120 ft.; Perception +27

    DEFENSE

    AC 32, touch 14, flat-footed 26 (+6 Dex, +18 natural, -2 size)
    hp 225 (18d10+126)
    Fort +15, Ref +19, Will +15
    Defensive Abilities no breath, poison flesh; DR 15/evil; Immune cold, electricity, sleep; SR 27

    OFFENSE

    Speed 30 ft., fly 120 ft. (average)
    Melee 2 wings +23 (2d6+7) and 2 claws +21 (1d8+3)
    Space 15 ft.; Reach 15 ft.
    Special Attacks Adhesive Spray, Dream Dust
    Spell-Like Abilities (CL 15th; concentration +22, touch +23)

    Tactics Before combat, the herald gains as much information as it can about potential opponents before it enters combat with them. This frequently results in the herald silently watching from afar, using Perception and Sense Motive to identify the intents of those it might face. Against opponents of mixed sizes, the herald swoops in with Flyby Attack, grabs up a Small opponent with Snatch, and carries that foe high into the sky before dropping him. When faced with foes too large for it to snatch, the herald attempts to immobilize as many as it can with its adhesive spray, then hovers above to spread its dream dust before descending to make full attack actions. The herald flees via plane shift if reduced to 50 hit points or less.

    STATISTICS

    Str 25, Dex 22, Con 25, Int 20, Wis 18, Cha 24
    Base Atk +18; CMB +27; CMD 43 (47 vs. trip)
    Feats Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Snatch
    Skills Diplomacy +28, Fly +23, Handle Animal +16, Heal +16, Knowledge (geography) +23, Knowledge (nature) +23, Knowledge (religion) +26, Knowledge (the planes) +26, Perception +29, Sense Motive +29, Stealth +19, Survival +22
    Languages Auran, Celestial, Common (cannot speak); touch telepathy

    SPECIAL ABILITIES

    Adhesive Spray (Su)

    The herald can emit a spray of sticky, adhesive film once every 1d4 rounds. This creates a 30-foot cone of web-like strands that affect the area as per the spell web, except anchor points are not needed. Creatures in the area must make a DC 26 Reflex save to avoid becoming grappled. The strands last for 10 minutes before dissolving. The save is Constitution-based.

    The herald can use this spray in the air. If a flying creature that relies on wings or similar appendages to fly fails its Reflex save it is prevented from flying and falls.

    Dream Dust (Su)

    Once every 1d4 rounds as a full-round action, the herald can flutter its wings and force the dust that clings to them to form a 30-foot-radius burst centered on the night monarch. This dust affects all creatures in the area as per the spell deep slumber but with no Hit Die limit. A DC 26 Will save negates this effect. The herald may use dream dust on a single target within 30 feet, this is a standard action and can be used at will. The save DC is Constitution-based.

    No Breath (Ex)

    The herald does not breathe. This quality extends to any creatures that it touches or who ride on its back.

    Poison Flesh (Ex)

    The flesh of the herald tastes sweet but contains a strong poison (ingested, save Fortitude DC 26, frequency 1/round for four rounds, effect 1d2 Con damage, cure two consecutive saves). Any creature that succeeds on a bite attack against a night monarch ingests some of this poison. A creature that actively eats the flesh of the dead herald takes a -4 penalty on this saving throw. The save DC is Constitution-based.

    Touch Telepathy (Su)

    The herald can communicate via telepathy with any creature it touches.