Eidolon

Mordenkainen's Tome of Foes p. 194,

Tamaño
Mediano
Tipo
undead
Alineamiento
cualquier alineamiento
CA
9
Puntos de golpe
63 (18d8-18)
Velocidad
walk 0 ft., fly 40 ft.
Salvaciones
Wis +8
Habilidades
Perception +8
Resistencias
acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Inmunidades
cold, necrotic, poison
Inmunidad a estados
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Sentidos
darkvision 60 ft.
Percepción pasiva
18
Idiomas
the languages it knew in life
Desafío
12
Entorno
coastal, desert, forest, grassland, mountain, urban
FUE
7
−2
DES
8
−1
CON
9
−1
INT
14
+2
SAB
19
+4
CAR
16
+3

Rasgos

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.

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.

recharge

D5

Turn Resistance

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

Acciones

Divine Dread

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.

Otros datos

description

It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance.

Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding.

Sacred Guardians: Creating an eidolon requires a spirit of fanatical devotion—that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves.

Animated Statues: An eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach.

Undead Nature: An eidolon doesn't require air, food, drink, or sleep.