Nightmare Beast

(Monstrous Compendium Volume 1: Spelljammer Creatures)

Gargantuan monstrosity, Chaotic Evil

Armor Class17 (natural armor)
Hit Points232 (15d20 + 75)
Speed30 ft., climb 30 ft.
STRDEXCONINTWISCHA
26 (+8) 10 (+0) 21 (+5) 9 (-1) 12 (+1) 15 (+2)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 11
Languagesunderstands the languages of its creator but can't speak
Challenge16

Traits

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 Attack Roll: +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 Attack Roll: +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.

Legendary Actions

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.