Nightmare Beast

Gargantuan Monstrosity, Typically Chaotic Evil

Armor Class

17 (natural armor)

Hit Points

232 (15d20 + 75)

Speed

walk 30 ft., climb 30 ft.

Senses

Darkvision 120 ft., Passive Perception 11

Languages

understands the languages of its creator but can't speak

Challenge

16

Proficiency Bonus

+5

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 Weapon Attack: +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 Weapon Attack: +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.

Teleport (2/Day) (Bonus Action)

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

Legendary Actions (3/Turn)

The beast 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 beast regains spent legendary actions at the start of its turn.

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.