Psychic Devour: (2d4?) Psychic damage, Wisdom save When the Duskbeast has a grappled target it may attempt to psionically devour its mind, any damage dealt by this is gained by the Duskbeast as temporary hp if the creature critically fails this save, they will gain 1 madness as well. Lightning pillars- When “bloodied” (Half health) it can target 3 nearby 2x2 squares with massive lightning bolts, anything that is still in the area at the start of it’s next turn will be struck by massive lightning damage.
Many Eyes: the duskbeast is capable of sight so long as it possesses at least one auxiliary eye, if all of these eyes are destroyed it is blinded.
The Tentacles can grapple and paralyze Barbed tentacles: Melee attack (1d8?+3?) piercing damage, when this attack hits the target, the victim is grappled and must make a constitution saving throw to avoid being poisoned and paralyzed. When the duskbeast takes at least 10 damage from one hit tentacles may be severed amd release their grasp
Paragon/ Legendary action, once per round the duskbeast may take an additional action following another creatures turn.
Nighttime encounter, fought in E1 on their way to the Horrible Pit, The Hunter, fought in E3, E5, E17