This is homebrew, submitted by a member of the community.
Elder Herald of Fear
Elder Herald of Fear
Large Undead, Chaotic EvilLarge Undead, Chaotic Evil
Rejuvenation. A destroyed Elder Herald of Fear resurrects, regaining all its hit points and becoming active again, within hours of being destroyed. This trait doesn't function if the destroyed Elder Herald of Fear is burned.
Aquaphobia. The Elder Herald of Fear has an irrational fear of running water. If submerged in water or made wet, it cannot Regenerate at the start of its turn.
Ambusher. The Elder Herald has advantage on attack rolls against any creature it has surprised.
Mimicry. The Elder Herald of Fear can mimic any sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check.
Shadow Stealth. While in dim light or darkness, the Elder Herald of Fear can take the Hide action as a bonus action.
Keen Hearing and Smell. The Elder Herald of Fear has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Regeneration. The Elder Herald of Fear regains 10 hit points at the start of its turn. If the Elder Herald of Fear takes fire damage or gets wet, this trait does not function at the start of the Elder Herald of Fear only dies if it starts its turn with 0 hit points.
Undead Fortitude. If damage reduces the Elder Herald of Fear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire, or from a critical hit. On a success, the Elder Herald of Fear drops to 1 hit point instead.
Frightful Presence. All creatures within 1 mile of the Elder Herald of Fear, even if they are not aware of it, must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the spell ends, the creature is immune to the Elder Herald of Fear's Frightful Presence for the next 24 hours.
[b][i]Rejuvenation.[/i][/b] A destroyed Elder Herald of Fear resurrects, regaining all its hit points and becoming active again, within hours of being destroyed. This trait doesn't function if the destroyed Elder Herald of Fear is burned.
[b][i]Aquaphobia.[/i][/b] The Elder Herald of Fear has an irrational fear of running water. If submerged in water or made wet, it cannot Regenerate at the start of its turn.
[b][i]Ambusher.[/i][/b] The Elder Herald has advantage on attack rolls against any creature it has surprised.
[b][i]Mimicry.[/i][/b] The Elder Herald of Fear can mimic any sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check.
[b][i]Shadow Stealth.[/i][/b] While in dim light or darkness, the Elder Herald of Fear can take the Hide action as a bonus action.
[b][i]Keen Hearing and Smell.[/i][/b] The Elder Herald of Fear has advantage on Wisdom (Perception) checks that rely on hearing or smell.
[b][i]Regeneration.[/i][/b] The Elder Herald of Fear regains 10 hit points at the start of its turn. If the Elder Herald of Fear takes fire damage or gets wet, this trait does not function at the start of the Elder Herald of Fear only dies if it starts its turn with 0 hit points.
[b][i]Undead Fortitude.[/i][/b] If damage reduces the Elder Herald of Fear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire, or from a critical hit. On a success, the Elder Herald of Fear drops to 1 hit point instead.
[b][i]Frightful Presence.[/i][/b] All creatures within 1 mile of the Elder Herald of Fear, even if they are not aware of it, must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the spell ends, the creature is immune to the Elder Herald of Fear's Frightful Presence for the next 24 hours.
Actions
Innate Spellcasting. The Elder Herald of Fear's spellcasting ability is Wisdom (spell save DC 19, to hit with spell attacks). It can innately cast the following spells:
At will: hunter's mark, pass without trace
3/day: gust of wind, nondetection
1/day: misleadMultiattack. The Elder Herald of Fear makes three attacks: two with its icy claws and one with its bite.
Icy Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6+6) slashing damage and 6 (2d6) cold damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+6) slashing damage and 8 (2d8) necrotic damage. The Elder Herald of Fear then heals for half of the necrotic damage given.
Consume Corpse. The Elder Herald of Fear feats on the corpse of one enemy within 5 feet of it that died within the past minute, consuming its flesh and bones. For 1 minute, the Elder Herald of Fear gains the benefits of the haste spell (no concentration needed).
Tree Stride. Once on its turn, the Elder Herald of Fear can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 120 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Possession (Recharge 6). One Frightened creature within range of the Elder Herald of Fear's Frightful Presence must succeed on a DC 19 Charisma saving throw or be possessed. The target is incapacitated and loses control over its body. The Elder Herald of Fear now controls the body but doesn't deprive the target of awareness. The Elder Herald of Fear possessing the creature can't be targeted by any attack, spell, or other effect, except ones that turn undead. The possessed creature retains its Intelligence, Wisdom, Charisma, and is immune to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, abilities, or proficiences.The possession lasts until the body drops to 0 hit points or goes unconscious, the Elder Herald of Fear ends the possession as a bonus action, or the Elder Herald of Fear is turned or forced out by an effect like the dispel evil and good spell.
The target is immune to the Elder Herald of Fear's possession for 24 hours after succeeding on the saving throw or after the possession ends.
BONUS ACTIONS
Inhuman Mobility. As a bonus action, the Elder Herald of Fear can Disengage and move 20 feet in any direction without taking an opportunity attack as long as they end their turn within 5 feet of an enemy or tree.
Nimble Escape. The Elder Herald of Fear can take the Disengage or Hide action as a bonus action.
Wail (Recharge 6). The Elder Herald of Fear can let out a repulsive wail. The creature that hit the Elder Herald of Fear last must make a Wisdom saving throw (DC 19). On a failure, the target creature is Frightened, takes 1d6 thunder damage, and is deafened for 1 minute (may repeat save). On a success, they take half thunder damage; otherwise the wail has no effect.
REACTIONS
Treacherous Presence. As a reaction, the Elder Herald of Fear can become a mist of darkness until the start of its next turn. When the Elder Herald of Fear does this it can move up to 30 feet without invoking opportunity attacks.
[b][i]Innate Spellcasting.[/i][/b] The Elder Herald of Fear's spellcasting ability is Wisdom (spell save DC 19, to hit with spell attacks). It can innately cast the following spells:
At will: [spell]hunter's mark[/spell], [spell]pass without trace[/spell]
3/day: [spell]gust of wind[/spell], [spell]nondetection[/spell]
1/day: [spell]mislead[/spell]
Multiattack. The Elder Herald of Fear makes three attacks: two with its icy claws and one with its bite.
[b][i]Icy Claw.[/i][/b] [i]Melee Weapon Attack:[/i] [+11] to hit, reach 10 ft., one target. Hit: 12 ([2d6+6]) slashing damage and 6 ([2d6]) cold damage.
[b][i]Bite.[/i][/b] [i]Melee Weapon Attack:[/i] [+11] to hit, reach 5 ft., one target. Hit: 14 ([2d8+6]) slashing damage and 8 ([2d8]) necrotic damage. The Elder Herald of Fear then heals for half of the necrotic damage given.
[b][i]Consume Corpse.[/i][/b] The Elder Herald of Fear feats on the corpse of one enemy within 5 feet of it that died within the past minute, consuming its flesh and bones. For 1 minute, the Elder Herald of Fear gains the benefits of the haste spell (no concentration needed).
[b][i]Tree Stride.[/i][/b] Once on its turn, the Elder Herald of Fear can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 120 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
[b][i]Possession (Recharge 6).[/i][/b] One Frightened creature within range of the Elder Herald of Fear's Frightful Presence must succeed on a DC 19 Charisma saving throw or be possessed. The target is incapacitated and loses control over its body. The Elder Herald of Fear now controls the body but doesn't deprive the target of awareness. The Elder Herald of Fear possessing the creature can't be targeted by any attack, spell, or other effect, except ones that turn undead. The possessed creature retains its Intelligence, Wisdom, Charisma, and is immune to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, abilities, or proficiences.
The possession lasts until the body drops to 0 hit points or goes unconscious, the Elder Herald of Fear ends the possession as a bonus action, or the Elder Herald of Fear is turned or forced out by an effect like the dispel evil and good spell.
The target is immune to the Elder Herald of Fear's possession for 24 hours after succeeding on the saving throw or after the possession ends.
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[b]BONUS ACTIONS[/b]
[b][i]Inhuman Mobility.[/i][/b] As a bonus action, the Elder Herald of Fear can Disengage and move 20 feet in any direction without taking an opportunity attack as long as they end their turn within 5 feet of an enemy or tree.
[b][i]Nimble Escape.[/i][/b] The Elder Herald of Fear can take the Disengage or Hide action as a bonus action.
[b][i]Wail (Recharge 6).[/i][/b] The Elder Herald of Fear can let out a repulsive wail. The creature that hit the Elder Herald of Fear last must make a Wisdom saving throw (DC 19). On a failure, the target creature is Frightened, takes [1d6] thunder damage, and is deafened for 1 minute (may repeat save). On a success, they take half thunder damage; otherwise the wail has no effect.
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[b]REACTIONS[/b]
[b][i]Treacherous Presence.[/i][/b] As a reaction, the Elder Herald of Fear can become a mist of darkness until the start of its next turn. When the Elder Herald of Fear does this it can move up to 30 feet without invoking opportunity attacks.
Legendary Actions
The Elder Herald of Fear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Elder Herald of Fear regains spent legendary actions at the start of its turn.
Move.[/i} The Elder Herald of Fear moves up to its speed.
Melee Attack.[/i} The Elder Herald of Fear uses one Icy Claw or Bite attack.
At-Will Spell.[/i} The Elder Herald of Fear cats one of its at-will spells.
Cast A Spell (Costs 2 Actions).[/i} The Elder Herald of Fear casts a spell from their list of innate spells, consuming a use of the spell as normal.
Tree Stride (Costs 2 Actions).[/i} The Elder Herald of Fear uses its Tree Stride ability.
The Elder Herald of Fear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Elder Herald of Fear regains spent legendary actions at the start of its turn.[b][i]Move.[/i}[/b] The Elder Herald of Fear moves up to its speed.
[b][i]Melee Attack.[/i}[/b] The Elder Herald of Fear uses one Icy Claw or Bite attack.
[b][i]At-Will Spell.[/i}[/b] The Elder Herald of Fear cats one of its at-will spells.
[b][i]Cast A Spell (Costs 2 Actions).[/i}[/b] The Elder Herald of Fear casts a spell from their list of innate spells, consuming a use of the spell as normal.
[b][i]Tree Stride (Costs 2 Actions).[/i}[/b] The Elder Herald of Fear uses its Tree Stride ability.
Details
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