A Night Terror is a dreadful spirit, one that can stalk its prey for weeks at a time, inexplicably filling them with dread and sapping their energies. It is invisible except when revealed by magic, and absolutely terrifying when it can be seen. It is formed entirely of dread energy, and cannot be harmed by most weapons.
Statistics: Night Terror Large undead, Chaotic Evil Armour Class 14 Hit Points 105 (14d10+28) Speed 40ft., fly 40ft. Str 14 (+2); Dex 19 (+4); Con 14 (+2); Int 8 (-1); Wis 13 (+1); Cha 9 (-1) Saving Throws Con +6 Skills Insight +5, Stealth +12 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition immunities exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120ft., passive Perception 11 Languages - Challenge 9 (5,000 xp) Natural Invisibility. A Night Terror is always invisible, which is not cancelled when the creature makes an attack. As a bonus action, it may become visible. It usually waits until the target is alone to do so. Terrifying Appearance. A Night Terror's true appearance is that of a vast, dark cloud with an almost-featureless face, rippling with infinite grasping fingers. Those who see it when its appearance is revealed must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 3 rounds. While frightened by this effect, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If a creature ends its turn in a location where it can no longer see the Night Terror, the creature can make another Wisdom saving throw. On a successful save, this effect ends for that creature. Restive Dreams. While a Night Terror stalks its victim, they and any allies in their immediate vicinity gain only half the benefit of spending hit dice during a short rest, and can only regain a maximum of one-half their maximum points during a long rest. Actions Multiattack. The Night Terror can make two grasp attacks and one bite attack. Grasp. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d6+2) psychic damage and the target becomes grappled. Bite. Melee weapon attack: +6 to hit, reach 0ft., one target which is grappled by the Night Terror. Hit: 22 (6d6+2 psychic damage). Also posted on Game Masters Stash on 11 June 2020. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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