9
63 (18d8-18)
walk 0 ft., fly 40 ft.
Wis +8
Perception +8
acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
cold, necrotic, poison
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft.
the languages it knew in life
12
The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.
When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own.
The eidolon has advantage on saving throws against any effect that turns undead.
Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.
9
63 (18d8 - 18)
walk 0 ft., fly 40 ft. (hover)
Wis +8
Perception +8
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
cold, necrotic, poison
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft.
the languages it knew in life
12
+4
The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.
When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's stat block in place of its own.
The eidolon has advantage on saving throws against any effect that turns Undead.
The eidolon doesn't require air, food, drink, or sleep.
Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.