The reason I ask is that the Eidolon has no attacks of it’s own of any kind. And the Sacred Statue hits like a Gargantuan freight train (those damage numbers are insane) but it’s not going to last forever with 95 HP. I understand the Eidolon can just run away and probably never get caught with Incorporeal Movement plus an unmatched knowledge of the holy site, but that seems unsatisfying.
It is a CR 12 Monster and the Sacred Statues are effectively “CR -“ so I understand likewise it is probably overkill for a temple to have dozens of these statues. There’s a line in the description somewhere that says the statue is made specifically for the Eidolon’s soul, but the recharge suggests multiples are possible and again, there’s nothing that says multiples are against the rules or even the intent. I guess the closest comparison to having multiple Statues (let’s call it 6) is to a Troll’s Regeneration where just like not knowing how to end the Regen can make the stroll Immortal, so is not driving out and locking down the Eidolon a path to it’s immortality.
The Sacred Animation trait is meant to have the Eidolon moves into only one statue at a time to come under it's control but it's otherwise not prevented to control more than one as it's rechargeable.
It’s interesting, I kind of wish that using Dispel Evil would momentarily stun it after being forced out of a statue, otherwise this thing feels way over it’s CR. Note that I’m just theorizing and taking it out mentally, I’ve never run an actual encounter. Thanks @Plaguescarred.
Although in regards the stunning, I suppose the Recharge time is the period where it’s vulnerable, so nevermind. Cool
I'm not sure to understand why you say an Eidolon would be stunned when using Dispel Evil and Good on a sacred statue controlled by it.To me it would just be forced out
Here's a passage from Mordenkainan's Tome of Foes that clearly mention it can moves into several statues;
Animated Statues. An eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach.
Oh no, I was thinking it would be a nice benefit of knocking the Eidolon out to give players a chance to kill it while it wasn’t possessing a statue. But then I realized that the recharge time can effectively provide the same period of vulnerability. Although I’m curious if most people would have the recharge dice rolling while it was possessing a statue. If that was the case, it would be harder to nail down the Eidolon while it was vulnerable.
The trait Sacred Animation has a chance to recharge at the start of each of the Eidolon’s turns, wether it's inside a sacred statue or not.
Recharge X–Y. The notation “Recharge X–Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.
The reason I ask is that the Eidolon has no attacks of it’s own of any kind. And the Sacred Statue hits like a Gargantuan freight train (those damage numbers are insane) but it’s not going to last forever with 95 HP. I understand the Eidolon can just run away and probably never get caught with Incorporeal Movement plus an unmatched knowledge of the holy site, but that seems unsatisfying.
It is a CR 12 Monster and the Sacred Statues are effectively “CR -“ so I understand likewise it is probably overkill for a temple to have dozens of these statues. There’s a line in the description somewhere that says the statue is made specifically for the Eidolon’s soul, but the recharge suggests multiples are possible and again, there’s nothing that says multiples are against the rules or even the intent. I guess the closest comparison to having multiple Statues (let’s call it 6) is to a Troll’s Regeneration where just like not knowing how to end the Regen can make the stroll Immortal, so is not driving out and locking down the Eidolon a path to it’s immortality.
The Sacred Animation trait is meant to have the Eidolon moves into only one statue at a time to come under it's control but it's otherwise not prevented to control more than one as it's rechargeable.
It’s interesting, I kind of wish that using Dispel Evil would momentarily stun it after being forced out of a statue, otherwise this thing feels way over it’s CR. Note that I’m just theorizing and taking it out mentally, I’ve never run an actual encounter. Thanks @Plaguescarred.
Although in regards the stunning, I suppose the Recharge time is the period where it’s vulnerable, so nevermind. Cool
I'm not sure to understand why you say an Eidolon would be stunned when using Dispel Evil and Good on a sacred statue controlled by it.To me it would just be forced out
Here's a passage from Mordenkainan's Tome of Foes that clearly mention it can moves into several statues;
Oh no, I was thinking it would be a nice benefit of knocking the Eidolon out to give players a chance to kill it while it wasn’t possessing a statue. But then I realized that the recharge time can effectively provide the same period of vulnerability. Although I’m curious if most people would have the recharge dice rolling while it was possessing a statue. If that was the case, it would be harder to nail down the Eidolon while it was vulnerable.
The trait Sacred Animation has a chance to recharge at the start of each of the Eidolon’s turns, wether it's inside a sacred statue or not.