b'Eikthyrnir \n'b'  Huge   aberration ,  neutral evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  161 (17d12 + 51)  Speed  60 ft.\n'b' STATS STR: 19 (+4) DEX:  16 (+3)  CON:  16 (+3)  INT:  9 (-1)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +8,  Dexterity  +7,  Wisdom  +6  Skills   Nature  +3,  Perception  +6,  Religion  +3,  Stealth  +7  Damage Immunities  poison  Condition Immunities   poisoned ,  prone   Senses   darkvision \xc2\xa060 ft., passive  Perception  16  Languages  Understands Common, Elvish, Sylvan but can\xe2\x80\x99t speak them  Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'   Charge . If the eikthyrnir moves at least 20 feet straight toward a target and then hits it with a pincers attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14  Strength  saving throw or be knocked  prone . \n'b'  Hallucination . When a creature starts its turn within 60 feet of the eikthyrnir and is able to see the eikthyrnir\xe2\x80\x99s eyes, the eikthyrnir can magically force it to make a DC 12  Charisma  saving throw, unless the eikthyrnir is incapacitated. On a failed saving throw, the creature can\xe2\x80\x99t take  reactions  until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one  melee attack  against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the eikthyrnir until the start of its next turn, when it can avert its eyes again. If the creature looks at the eikthyrnir in the meantime, it must immediately make the save. \n'b'  Keen Sight and Smell . The eikthyrnir has advantage on  Wisdom  ( Perception ) checks that rely on sight or smell. \n'b'  Probing Telepathy . If a creature communicates telepathically with the eikthyrnir, the eikthyrnir learns the creature\xe2\x80\x99s greatest desires if the eikthyrnir can see the creature. \n'b'  Actions \n'b'   Multiattack . The eikthyrnir makes one  attack  with its pincers and one with its hooves. \n'b'  Pincers .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 11 (2d6 + 4) piercing damage. If the target is Large or smaller, it is  grappled  (escape DC 16) and  restrained  until the grapple ends. \n'b'  Hooves .  Melee Weapon Attack : +8 to hit, reach 10 ft., one  prone  creature.  Hit : 22 (4d8 + 4) bludgeoning damage. \n'b'  Enslave (3/Day) . The eikthyrnir targets one creature it can see within 30 feet of it. The target must succeed on a DC 14  Wisdom  saving throw or be magically  charmed  by the eikthyrnir until the eikthyrnir dies or until it is on a different plane of existence from the target. The  charmed  target is under the eikthyrnir\xe2\x80\x99s control and can\xe2\x80\x99t take  reactions , and the eikthyrnir and the target can communicate telepathically with each other over any distance. Whenever the  charmed  target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the eikthyrnir. \n'b'  Nightmare Haunting (1/Day) . The eikthyrnir magically haunts a sleeping humanoid on the Material Plane within a 1 mile range. A  protection from evil and good  spell cast on the target prevents this contact, as does a  magic circle . As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and if the target was evil, it rises as a  mummy  under the eikthyrnir\xe2\x80\x99s control. The reduction to the target\xe2\x80\x99s hit point maximum lasts until removed by the  greater restoration  spell or similar magic. \n'b'  Skewer .  Melee Weapon Attack : +8 to hit, reach 10 ft., one incapacitated humanoid  grappled  by the eikthyrnir.  Hit : The target takes 55 (10d10) piercing damage. If this damage reduces the target to  0 hit points , the eikthyrnir kills the target by skewering it on a tree. \n'b'  About \n'b' This shadowy thing only roughly resembles a huge elk, with bright red eyes cloaked in a hooded head that swings from its pendulous neck. Jutting antlers and a pair of human-like arms protrude from its face. \n'b' An eikthryrnir stalks travelers who enter the forest and \xe2\x80\x9cmarks\xe2\x80\x9d future converts who has suffered from emotional pain. That person is given a choice; worship the eikthryrnir or die at its hands. Those who are not marked by it are tortured and sacrificed, their blood acting as nourishment for Yggdrasil.'