Multi attack. The beast makes two Claw attacks, one Tusk attack, and kills a random enemy.
Disintegration Gaze (Recharge 5–6). The beast targets one creature it can see within 600 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, exept whatever equipment it was wearing or carrying.
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.
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.
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 things that stand 300 feet tall, or 500 feet tall when on their hind legs.
it's legs end in claws, enabling it to cut thru anything. Its skin is thick and tough, and its teeth are long and sharp. The creature doesn’t hesitate to rend foes apart with its claws but its most devastating attack is its magical ability to disintegrate foes with its gaze.
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