b'Harbinger of Wrath \n'b'  Gargantuan   construct ,  chaotic evil  \n'b'  Armor Class  21 (natural armor)  Hit Points  297 (18d20 + 108)  Speed  50 ft.\n'b' STATS STR: 28 (+9) DEX:  8 (-1)  CON:  22 (+6)  INT:  5 (-3)  WIS:  11 (+0)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  acid, lightning, necrotic  Damage Immunities  cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  truesight 120 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Adamantine Weapons . The harbinger\xe2\x80\x99s weapon attacks are adamantine and magical. \n'b'  Immutable Form . The harbinger is immune to any spell or effect that would alter its form. \n'b'  Legendary Resistance (3/Day) . If the harbinger fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The harbinger has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The harbinger of wrath makes two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +15 to hit, reach 15 ft., one target.  Hit : 36 (6d8 + 9) bludgeoning damage. The target is  grappled  (escape DC 20) if it is a Large or smaller creature and the harbinger doesn\xe2\x80\x99t have two other creatures  grappled . \n'b'  Impale . The harbinger makes one slam  attack  against a creature it is grappling. If the  attack  hits, the target is impaled on the harbinger\xe2\x80\x99s spikes. While impaled, the creature is  restrained  and takes 21 (6d6) piercing damage at the start of each of the harbinger\xe2\x80\x99s turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20  Strength  check. A freed creature falls  prone  in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer  restrained  and can escape from the harbinger\xe2\x80\x99s spikes by using 10 feet of movement. \n'b'  Drain Life (Recharge 5-6) . The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20  Constitution  saving throw or take 55 (10d10) necrotic damage. If a creature dies from this  attack , its soul is absorbed into the harbinger and can be restored to life only by means of a  wish  spell. The harbinger then regains  hp  equal to the necrotic damage dealt. \n'b'  Spike Volley (Recharge 5-6) . The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20  Dexterity  saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path. \n'b'  Engines of Decimation . The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle. \n'b'  Forged by Demons . The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem. \n'b'  Construct Nature . A harbinger doesn\xe2\x80\x99t require air, food, drink, or sleep.'