Gargantuan Monstrosity, Typically Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 232 (15d20 + 75)
Speed 30 ft., climb 30 ft.
STR
26 (+8)
DEX
10 (+0)
CON
21 (+5)
INT
9 (-1)
WIS
12 (+1)
CHA
15 (+2)
Senses Darkvision 120 ft., Passive Perception 11
Languages understands the languages of its creator but can’t speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5

Legendary Resistance (2/Day). If the beast fails a saving throw, it can choose to succeed instead.

Siege Monster. The beast deals double damage to objects and structures.

Actions

Multiattack. The beast makes two Claw attacks and one Tusk attack.

Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 14 (1d12 + 8) slashing damage, and if the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Tusk. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Disintegration Gaze (Recharge 5–6). The beast targets one creature it can see within 60 feet of itself. The target must make a DC 18 Constitution saving throw, taking 70 (10d6 + 40) force damage on a failed save, or half as much damage on a successful one. If this magical effect reduces the target to 0 hit points, the target is disintegrated and leaves nothing behind, except a pile of ashes plus whatever equipment it was wearing or carrying.

Bonus Actions

Teleport (2/Day). The beast magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Legendary Actions

The beast 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 beast regains spent legendary actions at the start of its turn.

Tusk Attack. The beast makes one Tusk attack.

Charge (Costs 2 Actions). The beast moves up to its speed without provoking opportunity attacks, then makes two Tusk attacks.

Frightful Howl (Costs 2 Actions). The beast howls as it exhales a cloud of magical fear gas in a 120-foot cone. Any creature in that area must succeed on a DC 18 Wisdom saving throw or be frightened of the beast 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.

Description

Nightmare beasts are enormous quadrupeds that stand 20 feet tall, or 40 feet tall when rearing on their hind legs.

A nightmare beast’s legs end in claws, enabling it to climb well despite its size. Its skin is thick and tough, and its teeth are long and sharp. A pair of long, curved tusks jut from the sides of the beast’s mouth, and its large red eyes glow in the dark. The creature smashes through structures and fortifications with ease, and it doesn’t hesitate to rend foes with its claws and gore them with its tusks, but its most devastating attack is its magical ability to disintegrate foes with its terrible gaze.

Powerful spellcasters create nightmare beasts to serve as living siege engines. A single beast can lay waste to entire cities and armies.

Monstrous Compendium Vol. 1: Spelljammer Creatures, pg. 10

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