5e:Nightmare Beast

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Monstrous Compendium (5e)/Vol 1 Spelljammer Creatures
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Setting: Spelljammer
Nightmare Beast (Pointer) [1]
Gargantuan Monstrosity , Chaotic Evil
Armor Class: 17 (natural armor)
Hit Points: 232
Speed: 30 ft., climb 30 ft.
Str Dex Con Int Wis Cha
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 (PB): +5

Features

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

Siege Monster. [2] The beast deals double damage to objects and structures. 

Actions

Multiattack.

Claw. Melee Weapon Attack

Tusk. Melee Weapon Attack

Disintegration Gaze (Recharge 5-6).

Bonus Actions

Teleport (2/Day). [2] 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 monstrosity 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 monstrosity regains spent legendary actions at the start of its turn.

Tusk Attack.

Charge (Costs 2 Actions).

Frightful Howl (Costs 2 Actions).

Unofficial Description: Four story tall monster


Sources and Notes

  1. Christopher Perkins, et. al.. Monstrous Compendium (5e)/Vol 1 Spelljammer Creatures (5e) (2022-04-21). Wizards of the Coast. p. 10. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL. 2.0 2.1 2.2

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