Eidolon
To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders.
> Jump to: Eidolon Spirit | Sacred Statue
Eidolon Spirit
(No description given)
Environment
(FIXME)
Token
Eidolon Spirit
Medium undead, Any Alignment
- Armor Class 9
- Hit Points 63 (18d8 - 18)
- Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 8 (-1) 9 (-1) 14 (+2) 19 (+4) 16 (+3)
- Proficiency Bonus +4
- Saving Throws Wis +8
- Damage Vulnerabilities
- Damage Resistances acid,fire,lightning,thunder; bludgeoning,piercing,and slashing from nonmagical attacks
- Damage Immunities cold,necrotic,poison
- Condition Immunities charmed,exhaustion,frightened,grappled,paralyzed,petrified,poisoned,prone,restrained
- Skills Perception +8
- Senses darkvision 60 ft.,passive Perception 18
- Languages the languages it knew in life
- Challenge 12
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 stat block in place of its own.
Turn Resistance. The eidolon has advantage on saving throws against any effect that turns undead.
Unusual Nature. The eidolon doesn't require air, food, drink, or sleep.
Actions
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 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.
Sacred Statue
(No description given)
Environment
(FIXME)
Token
Sacred Statue
Large Construct, As the Eidolon's Alignment
- Armor Class 19 (natural armor)
- Hit Points 95 (10d10 + 40)
- Speed 25 ft.
STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 19 (+4) 14 (+2) 19 (+4) 16 (+3)
- Proficiency Bonus +2
- Saving Throws Wis +8
- Damage Vulnerabilities
- Damage Resistances acid,fire,lightning; bludgeoning,piercing,and slashing from nonmagical attacks
- Damage Immunities cold,necrotic,poison
- Condition Immunities charmed,exhaustion,frightened,paralyzed,petrified,poisoned
- Skills
- Senses darkvision 60 ft.,passive Perception 14
- Languages the languages the eidolon knew in life
- Challenge 0
False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue isn't an object.
Ghostly Inhabitant. The eidolon that enters the statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.
Inert. Without an eidolon inside, the statue is an object.
Unusual Nature. The statue doesn't require air, food, drink, or sleep.
Actions
Multiattack. The statue makes two Slam or Rock attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.