The Nightmare (5e Creature)

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The Nightmare[edit]

Medium aberration, chaotic evil


Armor Class 19 (natural armor)
Hit Points 190 (20d8 + 100)
Speed 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 20 (+5) 15 (+2) 18 (+4) 20 (+5)

Saving Throws Int +8, Wis +10, Cha +11
Skills Stealth +11
Damage Immunities cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, prone
Senses passive Perception 14
Languages all
Challenge 20 (25,000 XP)


Mark Target. The nightmare can mark its targets with a supernatural bond that allows it to always know where its targets are. It can mark as many targets as it wants. To mark a target it has to use an action to touch a creature cursing it with the bond.

Marked Teleportation. The nightmare can freely teleport to and within 300 feet of any marked targets once per turn as a free action. This teleportation works even across planes or from the other side of the world.

Nightmareish Visage. Any creature that looks directly at the creature must make a DC wisdom saving throw of 15 to not be scared for 1 turn as it sees its own worst nightmare. Anyone can simply choose to not look at the nightmare but will be effectively blinded to it.

Shadow Invisibility. The Nightmare can choose to be completely invisible as a free action while in darkness.

Insubstantial Existence. As the nightmare is something from beyond the bounds of reality it isn't really there. As such any damage and conditions it takes are removed after 4 turns of not taking any damage or status ailment.

Shadow Existence. The nightmare is a creature of darkness and can not exist in areas of bright natural light. If it ever enters an area of bright light in will simply cease to exist while the same area is still in bright light. When the area returns to darkness or dim light the nightmare will re-emerge in the same spot. This only happens to the nightmare with natural light.

ACTIONS

Drain Touch. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 10) psychic damage.

Nigtmare Visions. (recharge 4-5 turns) The nightmare forces everyone within 60 feet of it to make a wisdom saving throw DC 25 or become paralyzed with fear as it is shown horrors from beyond the real world. This ability negates immunity to fear. The creatures affected can make a new saving throw at the end of its turns to end the effect.

REACTIONS

The nightmare can use its reaction to use Marked teleportation.

The nightmare

The nightmare is an existence that should never have existed. It is a creature from beyond what is considered reality. From an area beyond even the great void where the great old ones dwell.

Some have theorized that the creature was born into existence from an event that tore the very fabric of reality. Others think it might have come from a dream realm of some kind. The only thing people can agree on is that it isn't natural in its origin and that its existence is unique.

Despite all the stories of this creature it is rarely seen. And when someone comes forth saying that they saw it it is usually followed by those individual disappearing. Never to be seen again. Only a few brave heroes are known to have faced it and survived. These heroes usually end up secluded, afraid of their own shadow. They take sleeping with your lights on to a whole new level.

The nightmare is a creature that likes to toy with its prey. it will first mark it making it impossible to escape from it. It will then chase it around driving it crazy and exhausted from lack of sleep. It will attack when its prey is weak and almost dead by draining its remaining energy. This energy is whats sustains it, but it doesn't need to feed more than once a century.


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