Twenty Nightmare Team Barghest. The Barghest Harvester is pulled by a Twenty Nightmare Team, and is adjacent to the team at all times. The nightmares are created in the harvester's mindspace each day at dawn. The harvester uses its telepathy to direct the nightmares.
Bloody Nightmares. When the Twenty Nightmare Team has half its hit points or fewer, the Barghest Harvester becomes vulnerable to fire damage, it loses its fly speed, and its speed becomes 30 feet. It also loses its Reel and Teleport actions. When the Twenty Nightmare Team dies, the Barghest Harvester's speed becomes 10 ft, and it can't take reactions.
Chaff Cloud. At the end of its turn, the harvester creates a 30 ft cube of flying vegetable matter originating from itself, which must be at least 5 feet away from the Twenty Nightmare Team. The area is heavily obscured. If a creature inside the area takes fire damage, the Chaff Cloud is consumed, and creatures in the cloud and the Barghest Harvester each take 5 fire damage. The cloud persists until the beginning of the harvester's turn, or until a strong wind disperses it.
Construct Traits. The construct is immune to any spell or effect that would alter its form, and doesn't require air, food, drink, or sleep.
Magic Resistance. The construct has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day). If the harvester fails a saving throw, it can choose to succeed instead.
Multiattack. The Barghest Harvester can make one Reel attack and one Crush or Thresh attack.
Reel. Melee Weapon Attack: +9 to hit, reach 15 ft. one target. Hit: 10 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be grappled.
Thresh. Melee Weapon Attack: +9 to hit, reach 5 ft. one target. Hit: 15 (3d6 + 5) slashing damage. The Barghest Harvester regains hit points equal to the damage dealt.
Crush. Melee Weapon Attack: +9 to hit, reach 5 ft. one target. Hit: 11 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or fall prone.
Teleport. The Barghest Harvester and the Twenty Nightmare Team teleport 90 feet.
Spellcasting. The harvester casts one of the following spells, requiring no Material components, using Charisma as the spellcasting ability (spell save DC 15):
At Will: Charm Monster, Detect Magic, Suggestion, Phantasmal Force
Harvest. The Barghest Harvester picks up a corpse.
The Barghest Harvester can take up to four Reactions per round but only one per turn.
Disorienting Telepathy. Trigger: a creature moves within 120 feet of the harvester. Response: one target must succeed on a DC 15 Intelligence saving throw or become frightened until the end of its next turn.
Teleport. Trigger: the harvester takes damage, and it has not teleported this round. Response: the harvester uses its Teleport action.
Crushing Turn. Trigger: a creature moves within 10 feet of the harvester, and the harvester's speed is at least 30 feet. Response: The harvester moves up to 10 feet and makes one Crush attack.
Reel In. Trigger: a creature is grappled by the harvester when that creature's turn ends. Response: The harvester pulls the creature to within 5 feet and makes one Thresh attack against it.
Feed. Trigger: the harvester takes damage, and it is carrying a corpse. Response: the harvester consumes the corpse, regaining 10 (3d6) hit points.
Mighty Hunter. Trigger: the harvester uses its Legendary Resistance trait. Response: the harvester creates a gang of ten imaginary goblins and one goblin boss. The gang appears 500 feet away. The goblins are hostile to all non-goblins, but their attacks cannot harm the Barghest Harvester. Imaginary creatures disappear when they reach zero hit points.
Description
A rural town grown rapidly to slum-city, filled with the hungry, the dispossessed, and the maimed. Ecstatic cries announce new converts to competing cults. In the countryside, shadows lengthen, fog creeps across blighted crops, and a lone wizard in his tower researches the barony's impending doom. Upon the tallest hill the baron's manse is filled with newfound wealth. And in a well-guarded barn, bloodstained, sits the Barghest Harvester.
Built of black bronze and decorated with a fiendish motif of dogs and goblins, the Barghest Harvester appears to be no more than a magical machine. When locked away it sits motionless; when pulled by a team of 20 mules its only actions are to reap, thresh, and winnow grain. Although a new invention, it seems no stranger to the locals than the baron's magical plate armor. In truth, the first time a peasant fell into its maw a fiendish intelligence awoke, and the harvester has craved flesh ever since.
The peasantry believe the machine is cursed with bad luck, but there is little other employment to be had, and there are always more peasants. If a finger is lost to spinning blades, or a body crushed by an unexpected lurch, then accidents are bound to happen, not proof the thing is alive.
The Barghest Harverster's schemes are simple. It dreams of one day being fed goblin souls by the armies of Gehenna. In the mean time, it whispers false promises into the minds of the workers that drive and maintain it, and subsists on unsatisfying human flesh.
In the concrete world, the harvester can't move far without its drivers and mule team, but in its mindspace, it imagines itself pulled by enslaved nightmares to hunt endless goblins. Any creature that damages the harvester is pulled into its mindspace. Killing the psychic avatar destroys the harvester.
Lair and Lair Actions
The Barghest Harvester's mindspace is filled with a layer of blood and littered with the corpses of peasants. Ruined fragments of the baron's manor house and barn jut from the ground in nonsensical locations, some large enough to provide the harvester with cover. A few imaginary goblins may be found hiding within the ruins. Creatures without a swim speed treat blood-covered ground as difficult terrain; the largest ruins not covered in blood are no more than 20 ft. across.
How a Mindspace Works
- Attackers force their way in by damaging the Barghest Harvester. The physical body has 200 HP and a damage threshold of 10.
- Characters can touch the body of someone already inside and use them as a conduit to arrive at that person’s side.
- Characters’ equipment, spells, and tools function as they would in the concrete world.
- The material body left behind by someone within the mindspace is unconscious and in suspended animation.
- Both concrete and cognitive forms share the same pool of hit points. Damage appears on both forms.
- A creature can choose to immediately leave the mindspace and reawaken in the concrete world as a reaction to any sort of material-world stimulus that would rouse a sleeper.
- A creature that ends its turn more than 1000 feet from the Barghest Harvester's psychic avatar is forced out of the mindspace.
Previous Versions
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10/23/2024 5:40:19 AM
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7
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10/29/2024 3:54:22 AM
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36
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1.1
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Coming Soon
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