Nightmare, Variant (5e Creature)
Nightmare[edit]
Medium construct, chaotic evil Armor Class 10
Saving Throws Str +11, Cha +12 Shapeshifter. The nightmare targets a single creature, not created. This creature must make a DC 16 Wisdom saving throw. If the creature fails, the nightmare breaks into the creature's mind and shapeshifts into the creature's worst fear. In this form, the creature must make another DC 16 Wisdom saving throw or be frightened of the nightmare for as long as the nightmare is alive or conscious. Sunlight Sensitivity. While in sunlight, the nightmare has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Telepath. The nightmare can communicate feelings and images through telepathy, but no words as it doesn't speak. ACTIONSClaws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d8) slashing damage.
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Nightmares are fearsome beasts that love to strike fear in the hearts of any creature it comes up to, especially in wandering adventurers who wander into their masters' homes. Its true form is much like that of a shadow's, but with huge claws that drag across the ground and longer legs. They have no eyes, but they have a mouth filled with never-ending rows of teeth. They never leave footprints because they're never truly there, only there in the mind of an enemy. They are mostly used to test an adventurer's courage, to find out if they can conquer their worst fears. They are mostly created by the dark lords of Shadowfell or the Hells to scare wandering creatures from something they want to hide. |
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