You call forth a nightmarish insectoid horror — a manifestation of Eldarion's deepest fears — in an unoccupied space you can see within range. The creature appears as a *Large* aberration and is friendly to you and your companions for the duration. It rolls its own initiative and acts on its own turn. It obeys any verbal commands you issue (no action required). If you issue no commands, it defends itself but takes no other actions. The nightmare remains for the duration, until it drops to 0 hit points, or until you use a bonus action to dismiss it.
Eldarion's Nightmare – Stat Block
*Large aberration, neutral* *Armor Class* 18 (natural armor)
*Hit Points* 190 (20d10 + 80) *Speed* 40 ft., burrow 20 ft., climb 30 ft.
*Stats* | STR 22 (+6) | DEX 16 (+3) | CON 18 (+4) | INT 8 (−1) | WIS 16 (+3) | CHA 12 (+1) *Saving Throws* Str +11, Con +9, Wis +8 *Skills* Perception +8, Stealth +8
*Damage Resistances* bludgeoning, piercing, and slashing from nonmagical attacks *Damage Immunities* poison *Condition Immunities* charmed, frightened, poisoned
*Senses* blindsight 60 ft., tremorsense 60 ft., passive Perception 18
*Languages* understands the languages you speak
*Challenge* — (roughly CR 10–11 equivalent for summoning purposes)
*Multiattack.* The nightmare makes two mandible attacks. *Mandible.* Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be grappled (escape DC 19). Until this grapple ends, the target is restrained, and the nightmare can't use its mandible attack against a different target.
*Horrific Burrow (Recharge 5–6).* The nightmare burrows into the ground and erupts in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much on a success. A creature that fails the save is also restrained until the end of its next turn.
*Nightmare Taunt.* When the nightmare appears, Eldarion (or a creature you choose within 60 feet) must succeed on a DC 16 Wisdom saving throw or be frightened of the nightmare for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect represents visions of loved ones being torn apart.
Comments