Eidolon

Eidolon

Medium undead
Challenge

STR
−2
DEX
0
CON
−1
INT
2
WIS
4
CHA
3

63
18d8−18
12
Fort
+0
Ref
+0
Will
+6
Damage resistances acid, concussion, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities cold, necrotic, poison
Condition immunities bleeding, burning, charmed, diseased, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Speed 0 m., fly 8 m. (hover)
Skills Brawn +1 (12), Perception +7 (18)
Senses darkvision 10 m.
Languages the languages it knew in life

Incorporeal Movement. 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.

Maneuvers. The eidolon uses maneuvers (maneuver save Difficulty 12). It has 23 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: sacrifice

2 stamina dice: sturdy stance

Sacred Animation (Recharge 5–6). 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.

Turn Resistance. The eidolon has advantage on saving throws against any effect that turns undead.

Actions (1)

Divine Dread. Each creature within 10 meters of the eidolon that can see it must succeed on a Difficulty 15 Will saving throw or be frightened for 1 minute. While frightened in this way, the creature must use 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 the eidolon’s Divine Dread for the next 24 hours.

Coastal, Desert, Forest, Grassland, Mountain, Urbanmtof

Maneuvers

As a reaction, which you use when a creature within 1 meter of you hits another creature, is hit by an attack, or is missed by 4 or less roll, you can cause that attack to target you instead.

As a reaction, which you use when you make a skill check or a saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.