ii Credits Authors Matt Corley, Mark Hart, Cat Evans, Sandy Petersen Development Matt Corley, Jonah Bomgaars, Donathin Frye, Mark Hart, Alex Clippinger, Mike Myler, Michael Webster Project Director Arthur Petersen Business Manager Christine Graham Art Director Tony Mastrangeli, Editing and Proofreading Anthony Pryor, Eytan Bernstein, Erik Scott de Bie Cover and Interior Art Graey Erb, Alyssa McCarthy, Carl Springer, Damien Mammoliti, Darko Kreculj, Dynasty Gusa, Erick Efata, Fajareka Setiawan, Hazem Ameen, J.J. Ariosa, Javier Charro, Jonah Bomgaars, Joshua Culp, Kent Hamilton, Kurt Jokobi, Márton Kiss, Nathanael James, Raph Lomotan, Shcherbackov Stanislav, Steven Zapata Graphic Design and Layout Sebastian Koziner Sales Manager George Botelho Shipping Manager Christy Crace Game Design, Development, Playtesting Lincoln Petersen Customer Support Nathan Bishop Community Support Pierre “Pit” Lanrezac Sandy Petersen’s Cthulhu Mythos: Nightmares 1, © 2021, Petersen Games. Printed in China. ISBN: 978-1-950982-25-7 Chaosium Yellow Sign © 1989 Chaosium Inc. Used with permission. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Petersen Games game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. No parts of this book or contents were plagiarized from the Necronomicon of Abdul Alhazred, and no foul entities from the spheres beyond will be summoned during the use of this book. However, if such an untoward event were to happen upon reading the contents of this book, Petersen Games advises that the proper ritual precautions be taken, including but not limited to the inscription of an Elder Sign upon your door or gate.
iii Introduction . . . . . . . . . . . . . . . . iii Nightmares . . . . . . . . . . . . . . . . . . 1 Anchorite . . . . . . . . . . . . . . . . . . . . . . . . . 1 Animated Amalgamation . . . . . . . . . . . . . . . 2 Atomic Colossus . . . . . . . . . . . . . . . . . . . 4 Bghaggua . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Biter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Bodyguard . . . . . . . . . . . . . . . . . . . . . . . . . 9 Burrowing Mindspider . . . . . . . . . . . . . . . 10 Captain of the Guard . . . . . . . . . . . . . . . . 11 Cat in the Waking World . . . . . . . . . . . . . 12 Chosen . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Chosen of Cthugha. . . . . . . . . . . . . . . . . . . . . . . . . 13 Chosen of Yig. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Cleanser . . . . . . . . . . . . . . . . . . . . . . . . . 16 Corpse Ooze . . . . . . . . . . . . . . . . . . . . . . 17 Cthugha-Corrupted Elemental . . . . . . . . 18 Dahg Gahdohl . . . . . . . . . . . . . . . . . . . . . 19 Deep One . . . . . . . . . . . . . . . . . . . . . . . . 20 Deep One Barracuda. . . . . . . . . . . . . . . . . . . . . . . 20 Deep One Elder. . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Deep One Hammerhead. . . . . . . . . . . . . . . . . . . . . 23 Deep One Hybrid Ape. . . . . . . . . . . . . . . . . . . . . . 24 Deep One Hybrid Menticidist. . . . . . . . . . . . . . . . . 26 Deep One Hybrid Shark. . . . . . . . . . . . . . . . . . . . . 28 Deep One Hybrid Snake. . . . . . . . . . . . . . . . . . . . . 29 Deep One Packmaster. . . . . . . . . . . . . . . . . . . . . . . 30 Deep One Touched Captain. . . . . . . . . . . . . . . . . . 32 Deep One Warrior. . . . . . . . . . . . . . . . . . . . . . . . . 33 Deep Slug Swarm . . . . . . . . . . . . . . . . . . . 34 Devil’s Coach Beetle . . . . . . . . . . . . . . . . 35 Dinosaur . . . . . . . . . . . . . . . . . . . . . . . . . 36 Allosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Ankylosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Argentinosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Camarasaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Chasmosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Dilophosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Eldritch Host Allosaurus. . . . . . . . . . . . . . . . . . . . . 42 Electro-Tank Ankylosaurus. . . . . . . . . . . . . . . . . . . 43 Hatzegopteryx . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Hunter-Killer Allosaurus. . . . . . . . . . . . . . . . . . . . 45 Kentrosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Lambeosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Pachycephalosaurus. . . . . . . . . . . . . . . . . . . . . . . . 48 Pterodactyl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Pterosentry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Siege-Claw Therizinosaurus. . . . . . . . . . . . . . . . . . . 51 Tar-Zombie Kentrosaurus. . . . . . . . . . . . . . . . . . . 52 Teleporting Velociraptor. . . . . . . . . . . . . . . . . . . . . 53 Thalassodromeus. . . . . . . . . . . . . . . . . . . . . . . . . . 54 Therizinosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Velociraptor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Yig-Touched Dilophosaurus. . . . . . . . . . . . . . . . . . 57 Dream Piper . . . . . . . . . . . . . . . . . . . . . . . 58 Dreamlands Skeleton . . . . . . . . . . . . . . 60 Archer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Mage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Elder . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Shoggoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Thing Sarcomancer. . . . . . . . . . . . . . . . . . . . . . . . 68 Eldritch . . . . . . . . . . . . . . . . . . . . . . . . . 70 Elemental. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Ouma. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 First Mate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Flesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Fly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Golem, Tcho Tcho. . . . . . . . . . . . . . . . . . . . . . . . . 75 Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Ghoul . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Aristocrat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Berserker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Eel of R’lyeh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Hermit Crab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Table of Contents Introduction At Petersen Games we love monsters. In the course of doing our first three Sagas for Sandy Petersen’s Cthulhu Mythos, namely: Ghoul Island, Yig Snake Granddaddy, and Dark Worlds, our writers and developers invented more than 100 new encounters. While these are custom tailored to those Sagas, being mostly Cthulhu Mythos related, they could fit into any dangerous and epic 5e campaign! Thus, we are reproducing every single encounter from those Sagas here for easy reference. Plus, we’re throwing in eleven brand new monsters never before seen, just for this book!
iv Gibbering Mouthling . . . . . . . . . . . . . . . 84 Gnorri . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Chieftain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Cultist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Grasping Claw . . . . . . . . . . . . . . . . . . . . . 89 Grey . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Grey. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Grey Scientist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Gyslauger . . . . . . . . . . . . . . . . . . . . . . . . 92 Half-Elf Warlock Rogue . . . . . . . . . . . 94 High Priest of Light . . . . . . . . . . . . . . . . 95 Hulking Proto-Shoggoth . . . . . . . . . . . . 96 Human Paladin . . . . . . . . . . . . . . . . . . . . . 98 Hunting Horror Bound Eremite . . . . . . 100 Kaiju . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Kaiju, Eldritch. . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Kaiju Rover. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Kaiju Stalwart. . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Kaiju Template. . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Kicker . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Lloigor, Dracoform . . . . . . . . . . . . . . . 105 Mark IX Vigil . . . . . . . . . . . . . . . . . . . . 108 Martian Dreamlands Cat . . . . . . . . . . . . 109 Messenger of Bastet . . . . . . . . . . . . . . . 110 Mi-Go . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Drone. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Scholar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Warlock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Naked Ice Borer . . . . . . . . . . . . . . . . . . 116 Neophyte of Ghat . . . . . . . . . . . . . . . . . 118 Nohestan . . . . . . . . . . . . . . . . . . . . . . . . 119 Phagus . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Phorid Fly, Giant . . . . . . . . . . . . . . . . . 122 Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . 123 Priest of Ghatanothoa. . . . . . . . . . . . . . . . . . . . . . . 123 Priest of Light. . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Priestess of Bastet. . . . . . . . . . . . . . . . . . . . . . . . . . 125 RatBatSpider . . . . . . . . . . . . . . . . . . . . . 126 Ravager Ghoul . . . . . . . . . . . . . . . . . . . . 127 Recon Walker . . . . . . . . . . . . . . . . . . . . 128 Riding Croc . . . . . . . . . . . . . . . . . . . . . . 129 Root Crawler . . . . . . . . . . . . . . . . . . . . 130 Serpentfolk . . . . . . . . . . . . . . . . . . . . . . 133 Serpentfolk General. . . . . . . . . . . . . . . . . . . . . . . . 133 Serpentfolk, Debased. . . . . . . . . . . . . . . . . . . . . . . 134 Serpentfolk Dinosaur Rider. . . . . . . . . . . . . . . . . . 135 Serpentfolk Infiltrator. . . . . . . . . . . . . . . . . . . . . . 136 Serpentfolk Lightning Warrior. . . . . . . . . . . . . . . . 138 Serpentfolk Priest of Yig. . . . . . . . . . . . . . . . . . . . . 140 Serpentfolk Trapper. . . . . . . . . . . . . . . . . . . . . . . . 142 Serpentfolk Warrior. . . . . . . . . . . . . . . . . . . . . . . . 143 Serpentfolk Wizard. . . . . . . . . . . . . . . . . . . . . . . . . 144 Shambling Abattoir . . . . . . . . . . . . . . . . 146 Shoggoth Tendril . . . . . . . . . . . . . . . . . 147 Swarm, Cleanser . . . . . . . . . . . . . . . . . . . 148 Tar-Zombie Goblin . . . . . . . . . . . . . . . . 149 The Ripper . . . . . . . . . . . . . . . . . . . . . . . 150 Tiefling Duelist . . . . . . . . . . . . . . . . . . 152 True Serpentfolk . . . . . . . . . . . . . . . . . 153 Tunneler Beetle . . . . . . . . . . . . . . . . . . 155 Undead Tcho Tcho Okkator Assassin . . 156 Vigintipod . . . . . . . . . . . . . . . . . . . . . . . 158 Walker . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Walking Dream . . . . . . . . . . . . . . . . . . . 160 Wheezing Man . . . . . . . . . . . . . . . . . . . . 162 Witch of Ghatanothoa . . . . . . . . . . . . . . 163 Yithian . . . . . . . . . . . . . . . . . . . . . . . . . . 164 General. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164 Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 ZepZeg: Masters of Perception . . . . . . . 168 Compere. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 Sculptor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169 Sec. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Tek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Zoog Shadow Protector . . . . . . . . . . . . 172 Monsters by CR . . . . . . . . . . . . . 174
1 Nightmares Anchorite The path to becoming an eremite is long, arduous, and fraught with peril. The mages who choose to pursue this transformation often experiment on their followers and slaves before undergoing their final transformation, producing the pitiable anchorites. These powerful aberrations lack free will, existing only to serve and protect their masters, to whom they are soul-bound. The chitinous terror advancing with preternatural speed has the bipedal form of a humanoid fused with some sort of living exoskeleton. The symbiote’s hinged jaws protrude over the hunched back of its scarred host. Its grotesquely elongated appendages terminate in viciously serrated claws, and two pairs of insectile wings move asynchronously, propelling it with startling speed and agility. Anchorite Medium aberration, chaotic evil Armor Class 16 (natural armor) Hit Points 97 (15d8 + 30) Speed 45 ft., fly 45 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 15 (+2) 16 (+3) 14 (+2) 6 (−2) Saving Throws Str +7, Dex +6 Skills Arcana +6, Athletics +7, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Aklo, Common, telepathy 1 mile (targeting only its master) Challenge 5 (1,800 XP) Spellcaster. An anchorite is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusions, shocking grasp, true strike 1st level (4 slots): expeditious retreat, shield 2nd level (3 slots): see invisibility, misty step, web 3rd level (3 slots): counterspell, dispel magic Bound-Soul Resurrection (1/Turn). When the anchorite is reduced to 0 hp, it instead drops to half the hit points it had before it was hit (rounded down) unless it had exactly 1 hit point, or unless the damage was the result of a spell or effect that can affect multiple creatures. Gestalt Body. The anchorite has advantage on Wisdom (Perception) checks and on saving throws against diseases, poisons, and being blinded, charmed, deafened, frightened, poisoned, possessed, stunned, or knocked unconscious. Magical Attacks. The anchorite’s weapon attacks are magical. Magic Resistance. The anchorite has advantage on saving throws against spells and other magical effects. Actions Multiattack. The anchorite makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Reactions Protect (1/day). When an attack hits the anchorite’s master and the anchorite can see the attacker, the anchorite teleports up to 60 feet to swap places with its master and becomes the target instead.
2 Nightmares Animated Amalgamation The mi-go’s amalgamations are a bold new experiment, not yet perfected and largely considered a failure by their creators. While the amalgamations possess fragments of the memories and psyches of the creatures from which they were formed, they cannot yet mimic their skills, abilities, or powers. They have been psionically enhanced, however, so that they can steal the memories and abilities of others. These terrifying, horrendously beautiful automatons will hunt down creatures that remind them of their body parts and attempt to steal their memories, which they use to create an artificial intelligence and personality. Lacking greater critical thinking skills, the only means by which the amalgamation can achieve their goal of absorbing more memories are violence and sheer brute strength. This naked automaton is a beautiful and terrifying amalgamation of a handful of individuals and moves with the grace of a predatory cat. The amalgamation lacks any noticeable scars or other signs to suggest how it is possible for their different parts to have been so seamlessly melded into a singular being. Designer’s Note. Players who struggle to name a memory may be encouraged by the GM to recall a significant moment for their character during the campaign. Animated Amalgamation Medium construct, unaligned Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+2) 6 (-2) 10 (+0) 16 (+3) Saving Throws Con +4, Cha +5 Skills Insight +4, Perception +4 Damage Resistances necrotic, poison, psychic, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft., passive Perception 14 Languages Mi-Go, telepathy 120 ft. Challenge 3 (700 XP) A Piece of You. Whenever the amalgamation takes piercing or slashing damage, roll a d6. On a result of 6, the attack severs one of the creature’s body parts (GM’s choice), which becomes a new creature that acts on the same turn as the amalgamation and follows their telepathic commands. The severed body part has the same statistics as the amalgamation, except that it has 7 hit points, it can only fly (hover 20 ft.), and it can make only a single Slam attack on its turn. A character who possesses the matching body part to the one that has been severed must make a successful DC 13 Charisma saving throw or suffer one level of Dread until they take a short rest. ACTIONS Multiattack. The amalgamation makes two Slam attacks against the same target. If both attacks hit, the amalgamation restrains and grapples its target (escape DC 15). Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeon damage and 3 (1d6) radiant damage. Memory Absorption. The amalgamation attempts to rip memories from their target’s mind psionically. A creature that is grappled by the amalgamation must make a successful DC 15 Charisma saving throw or name one vivid memory from their past; that memory is forgotten forever, and the creature takes 22 (4d10) psychic damage.
3 Nightmares
4 Nightmares Atomic Colossus The indomitable Atomic Colossus wanders the Radiation Wastes, seeming unhurried and aimless, as it has for thousands of years. It is most often found in the southern area of the Wastes that borders the Tindalos Steppes and The Emptiness, where it can find life-forms to add to its collection. The Colossus is slow to move and seemingly invincible, and even the sight of it is enough to shatter a person’s mind. It hunts life single-mindedly, and when it either kills a creature or comes upon a dead body, the Colossus devours it and absorbs its genetic material. In this way, the Colossus is always growing. Harbinger of Apocalypse. The mi-go are both fascinated by and fear the Atomic Colossus; they believe that one day, the Colossus may devour the whole of the planet of Yuggoth if it is not stopped or displaced. Several mi-go studies describe a means of transporting and weaponizing the Colossus against their enemies on other planets. Many hundreds of feet tall, the Colossus is composed of a massive, skeletal, arachnid body and uncountable appendages of every size and shape imaginable. Composing its body are the corpses of thousands of different beings, an insane and mutated combination impossible to fully comprehend. At its apex is a gigantic metallic skull with no eyes and a great, gaping, toothy maw that radiates blinding light, illuminating the Atomic Colossus for miles in every direction. Atomic Colossus Gargantuan construct, unaligned Armor Class 21 (natural armor) Hit Points 307 (15d20 + 150) Speed 40 ft. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 10 (+0) 16 (+3) 20 (+5) Saving Throws Int +7, Wis +10, Cha +12 Damage Resistances cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing Damage Immunities radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses tremorsense 300 ft., passive Perception 13 Languages – Challenge 22 (41,000 XP) Aura of Screams. Any creature that can see and is within 600 feet of the Colossus hears an unholy chorus of screams within their minds: the agonized song of the many alien races and creatures that make up the gigantic construct. At the start of their turn, the creature must make a DC 15 Charisma saving throw or take 5 (1d10) psychic damage. If the creature is within 200 feet of the Colossus, they have disadvantage on their saving throw, and on a failed save instead take 22 (4d10) psychic damage. The first time a creature hears the aura of screams, they must make a DC 20 Wisdom saving throw or suffer one level of Dread that lasts for 1d4 days; during this time, they continually hear the screams even if they can’t see the Colossus. Earth-Shattering Steps. Any creature within 120 feet of the Colossus at any point during its movement must make a DC 22 Constitution saving throw or be knocked prone and take 17 (5d6) thunder damage. Structures in contact with the ground in the area instead take 70 (20d6) thunder damage. If a creature or a structure is stepped on by the Colossus during its movement, that creature automatically fails this saving throw and takes an additional 70 (20d6) bludgeoning damage. Any ground in the path of the Colossus’s movement becomes difficult terrain until it is repaired. Radiation Absorption. The Colossus is immune to radiant damage. Additionally, when radiant damage is dealt to the Colossus, it regains hit points equal to the damage the attack would have dealt and may immediately use its reaction to make a Thunderous Smash attack against any available target within reach. ACTIONS Thunderous Smash. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage and 13 (2d12) radiant damage. Any creatures within 30 feet of the target, including the target, must make a DC 22 Constitution saving throw or be pushed 15 feet away from the Colossus, knocked prone, stunned until the end of their next turn, and take 33 (6d10) thunder damage. On a successful saving throw, creatures take half damage and are not pushed, knocked prone, or stunned.
5 Nightmares
6 Nightmares Bghaggua An ancient fire vampire, Bghaggua makes its home in the Null Dimension, where it preys upon any mortal creature foolish enough to cross its path. A fiery orb, immense beyond all logic, speeds through sky. Despite the constant flaming eruptions of its form, it does not diminish, lose cohesion, or show signs of consumption. As you watch, the roiling flames take on aspects of expression: raging eyes, screaming maws, and malevolent urgency.
7 Nightmares Bghaggua Gargantuan ooze, chaotic evil Armor Class 16 Hit Points 230 (20d12 + 100) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 19 (+4) 22 (+6) 21 (+5) 18 (+4) 20 (+5) 18 (+4) Saving Throws Con +9, Cha +8 Damage Vulnerabilities Cold Damage Resistance acid, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone, stunned Senses darkvision 120 ft., passive Perception 15 Languages Aklo, Common, Mi-go Challenge 12 (8,400) Accelerated Star Travel. Bghaggua can survive and fly in space at incredible speeds. Travel times vary, but it can generally arrive at a destination within the same solar system in 3d20 hours, or to another star system within 3d20 days. Fire Form. Bghaggua can move through a space as narrow as 1 foot wide without squeezing. A creature that touches Bghaggua or hits it with a melee attack while within 10 feet of it takes 11 (2d10) fire damage. In addition, Bghaggua can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 11 (2d10) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns. Illumination. Except when invisible, Bghaggua sheds bright light in a 60-foot radius and dim light to an additional 60 feet. As an action, Bghaggua can become invisible until it attacks or deals damage other than with its Fire Motes. Unbreathing. Bghaggua doesn’t need to breathe. Void Sight. Magical darkness doesn’t impede Bghaggua’s darkvision. Smothering. For every 5 feet Bghaggua moves in water, or for every gallon of water splashed on it, it takes 1d6 cold damage. Other fire fighting measures, such as smothering the creature with dirt, inflict damage that is not reduced by its resistances and immunities (GM’s discretion). Actions Multiattack. Bghaggua attacks twice with its Touch and once with a Fire Mote. Touch. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (2d12 + 6) fire damage. If the target is a creature, Bghaggua burns away some of the creature’s psychic energy. The creature must succeed on a DC 16 Wisdom saving throw or its primary spellcasting ability (or Charisma if it does not cast spells) is reduced by 1d4 until it finishes a long rest; when an ability is reduced in this way, Bghaggua regains 5 hit points. If the creature has more than one spellcasting ability, the lowest is reduced first. If this reduces a creature’s ability score to 0, it dies and bursts into flame. Although the body is burned beyond recognition, carried items are only damaged if they are flammable and not magical. From this burst of flame emerges a fire vampire that has 50 hit points (although it can regain hit points normally thereafter). If the target of this attack is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns (if the target is a creature) or at the start of each of the Bghaggua’s (if the target is an object). Fire Motes. Bghaggua creates up to two Medium motes of fire at one or two points it can see within 120 feet. The mote is extinguished if it is ever more than 120 feet from Bghaggua. Bghaggua can use its senses simultaneously from the mote’s position as well as its own. It can control both motes’ movement as a bonus action. A mote can be attacked and has the following statistics: AC 16, 20 hit points, speed 0 ft. and fly 40 ft. (hover), immunity to attacks unless they are wind-based or inflict cold damage. Bghaggua can use its action to make a Touch attack from its Fire Mote’s location. Bghaggua must concentrate to maintain the motes as if concentrating on a spell. Legendary Actions Bghaggua can take 2 legendary actions, choosing from the list below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bghaggua regains spent legendary actions at the start of its turn. Command Mote. Bghaggua can move and attack with one fire mote. Desiccate (Costs 2 actions). A wave of superheated molecules envelops all creatures in a 30-foot cube centered on a point of Bghaggua’s choosing. Each creature in that area must make a DC 16 Constitution saving throw. A creature takes 12d8 fire damage on a failed save, or half as much damage on a successful one. Flammable items automatically catch fire.
8 Nightmares Biter The biter is a failed but terrifying mi-go experiment. A disregarded attempt to amalgamate eldritch machinery with living tissue, both this creature and its brother, the kicker, lack any true purpose. Moreover, its mind has been shattered by the crude science that created it and its feral nature drives it to relentlessly attack any creatures that it encounters, other than its fellow failed experiments. In combat, it attacks like a wild animal, moving quickly on its knuckles and then using its arms to leap through the air to rend its prey’s flesh with its teeth. Once in close range, it restrains its prey with its slam attack, then rips it apart with its bite. If it is fighting alongside a kicker, it is cunning enough to restrain a creature, allowing its ally to more easily use its brutal stomp attack. This shambling horror looks like a butchered humanoid, with sharp, jagged teeth and black eyes. Entrails and wires hang out of its open gut, where its lower torso and legs should be. It moves along on its bloody knuckles with shockingly quick, jerking motions. Biter Medium construct, chaotic evil Armor Class 12 (natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft., climb 10 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 8 (-1) 7 (-2) Damage Resistance poison Condition Immunities blinded, charmed, exhaustion, frightened, poisoned Senses passive Perception 9 Languages – Challenge 2 (450 XP) Frothing Leap. The biter may use its action to leap up to 15 feet with the help of its powerful arms and inner mechanisms. The leap does not provoke attacks of opportunity. At the end of its leap, the biter can use its bonus action to make a bite attack. Actions Multiattack. A biter makes two slam attacks or one bite and one slam attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, and if the target is Medium or smaller, it is restrained and grappled (escape DC 12). The biter can only grapple one creature at a time and can use its bonus action to make a bite attack against a creature it has grappled.
9 Nightmares Bodyguard Bodyguards are a special breed of mercenary — skilled, well-equipped, and experienced, but also possessed of a near-instinctive concern for their employer. Though many also have spent considerable time on the battlefield, a bodyguard is loyal not to a general or an army, but to a single individual who provides generous payment in exchange for security. The best bodyguards are constantly on watch for signs of trouble, looking for potential trouble spots, ambushes, traps, or hidden assassins, and some even command small cadres of less-accomplished warriors or guards. Once in combat a bodyguard’s task is much more complicated than that of an ordinary soldier or sellsword, for in addition to protecting themselves from harm, bodyguards must take care not to be misled or distracted, and must defend their employers as well. Bodyguards survive on their reputation, and unsuccessful ones will lose their livelihoods, if not their very lives. Bodyguard Medium humanoid (human), neutral good Armor Class 18 (chain mail + shield) Hit Points 37 (5d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 9 (-1) Saving Throws Str +6, Con +5 Skills Athletics +6, Perception +4, Survival +4 Damage Resistances cold Senses passive Perception 10 Languages Common, Giant Challenge 1 (200 XP) Burly. The bodyguard can wield a two-handed weapon with one hand. Ferocious. Once per turn, the bodyguard can reroll a successful attack’s damage but must use the new result. Actions Multiattack. The bodyguard makes two attacks with her greatsword. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. Reactions Protect. The bodyguard grants one ally within 5 feet of her a +2 bonus to their AC until the start of her next turn. To do so, she must be wielding a shield and able to see their attacker.
10 Nightmares Burrowing Mindspider These psychic creatures originated on the Plateau of Leng, either created by the Leng folk as weapons in their war against the great spiders, or as vermin attracted to the conflict and the opportunity to feast. With their ability to live inside a host creature’s brain, mindspiders have since spread like a plague to infest hundreds of other worlds and planes. The creature resembles a bloated, swollen hand with eight double-jointed legs in place of fingers. The creature’s milkywhite eyes, which protrude from the first joint of each leg, stare at you without blinking. As it scuttles closer, it seems to phase in and out of reality, passing through every barrier between you. Burrowing Mindspider Tiny aberration, unaligned Armor Class 12 (natural armor) Hit Points 21 (6d4 + 6) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 12 (+1) 12 (+1) 15 (+2) 4 (-3) Skills Perception +4, Stealth +4 Damage Resistance psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened Senses darkvision 60 ft., telepathic sense 120 ft., passive Perception 14 Languages Aklo, Telepathy 100 ft Challenge 3 (700 XP) Innate Spellcasting. The mindspider’s innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spell, requiring no material components: At will: detect thoughts Mind Burrowing. If the mindspider starts its turn inside a living creature through its Incorporeal Movement, it takes up residence within the host’s brain and feeds on psychic energies. A creature infested with a mindspider cannot communicate telepathically by any means, whether trait, feature, or spell. After each long rest the host completes, they can attempt a DC 12 Wisdom saving throw, forcing the mindspider to leave their body on a success. If the host fails this save, their Intelligence decreases by 1. If the host is reduced to 0 Intelligence, they die, and the mindspider and its offspring (1d4+1 mindspiders) emerge from the body in search of new hosts. Up to two mindspiders can infest the same host at a time, each draining Intelligence. Once a host forces a mindspider out, they become immune to this ability from any mindspider for 24 hours. Any lost Intelligence returns after the creature completes a long rest. Damage Transfer. While inside a creature, the mindspider takes only half the damage dealt to it (rounded down) and that creature takes the other half. Incorporeal Movement. The mindspider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object or nonliving creature, but it takes no damage if it ends its turn inside a living creature. Spider Climb. The mindspider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Telepathic Sense. The mindspider can sense the use of telepathic communication within 120 feet. It knows the location and direction of the creature using telepathy. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Psychic Spike. The mindspider targets a creature it can see within 30 feet with a spike of psychic energy. The target must succeed on a DC 12 Wisdom check or take 5 (2d4) psychic damage and be restrained for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself with a success.
11 Nightmares Captain of the Guard The life of a city guard is not an easy one, and only the toughest and most resourceful rise to the top. A typical guard captain is a grizzled, scarred veteran who is equally at home in streets, taverns, palaces, or in the depths of the sewers pursuing escaped criminals. In addition, successful city guard officers must also have at least a modicum of diplomatic skill, and also be able to lead and protect those under their command. The downtrodden watch and guard respect commanders only if they are fair, and rose through the ranks and so understand the grinding tedium and deadly dangers of serving a city that rarely recognizes or appreciates its guardians. A captain of the guard is also a city official and so must often face the brutal intrigues of the city and its labyrinthine bureaucracy are challenges nearly as deadly as the dangers of the street. Only the strongest and most resourceful survive the twin perils of the lawless streets and the deadly corridors of power. Captain of the Guard Medium humanoid (human), lawful good Armor Class 18 (breastplate and shield) Hit Points 120 (16d8+48) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 13 (+1) Saving Throws Cha +4, Con +6, Str +7 Skills Athletics +7, Insight +4, Perception +4, Stealth +5 Senses passive Perception 14 Languages Common Challenge 5 (1,800 XP) Burly. The captain of the guard can wield a two-handed melee weapon in one hand. Pack Tactics. The captain of the guard has advantage on any attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated. Inspire Ferocity (4/day). The captain of the guard may use a bonus action to grant an ally that can hear him a bonus d6 to be used on any attack or damage roll made by the ally within the next 1 minute. The target can roll the die after rolling the attack or damage, but before the GM declares success or failure. The result is added to the total. ACTIONS Multiattack. The captain of the guard makes three melee or ranged attacks. Greataxe. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage. Javelin. Ranged Weapon Attack. +7 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.. REACTIONS Parry. The captain of the guard adds 2 to his AC against one attack that would hit him. To do so, the captain of the guard must see the attacker and be wielding a weapon or a shield.
12 Nightmares Cat in the Waking World There are Dreamland cats who prefer to brave the perils of the waking world, visiting the Dreamlands but rarely. Their reasons for this are varied — some have fled enemies or conflicts among the many Dreamlands clans, others see the waking world as an exotic place of adventure and enjoy mortal pleasures, while still others simply prefer the company of mortals and the adoration that they receive. These cats may be found wandering the streets of great cities, living luxurious lives as the pets of nobles, sailing the wild seas upon ships, or even living openly and engaging in such pursuits as owning and managing businesses, working as wizards and healers, or even taking up lives as adventurers. Though these cats have chosen to spend most of their time in the waking world, their connections to the Dreamlands are always present, and they may return at any time to take care of personal business, or finally grow bored with the material life and return home. Some maintain connections to their clansfolk in the Dreamlands, and may be able to summon aid from there in times of trouble. Waking world cats are a varied lot, and are possessed of a wide range of skills. The individual presented here is a young cat skilled in magic and has developed several skills that are useful both in and out of the Dreamlands. Cat in the Waking World Tiny beast (Dreamlands cat), chaotic neutral Armor Class 12 (15 with mage armor) Hit Points 21 (6d4+6) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 16 (+3) Saving Throws Cha +5, Con +3 Skills Acrobatics +4, Arcana +2, Deception +5, Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Cat, understands but can’t speak Common Challenge 1/2 (100 XP) Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. Nimble. The cat always uses Acrobatics instead of Athletics when climbing, jumping, or swimming. Nine Lives. When killed, the cat’s mind and consciousness shift reflexively back into a dream form, creating a new dream body if necessary. It must then rest for 1d3 days in the Dreamlands, at which point it can return to the waking world. It can revive itself in this manner up to eight times, giving it nine lives in total. Resurrections from other methods (such as a raise dead spell or other powerful magic) do not count against this limit. Subtle Caster (2/day). The cat may choose to cast a spell without any verbal and/or somatic components. Spellcasting. The cat is a 3rd-level spellcaster and Charisma is her spellcasting ability (spell DC 13, +5 to hit with spell attacks). She knows the following spells: Cantrips (at will): dancing lights, mage hand, message, shocking grasp 1st level (4 slots): charm person, lethargy of Tsathoggua (SPCM 106) 2nd level (2 slots): gust of wind, shatter ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 slashing damage. Moon Jump (2/Day). If the cat is in the Dreamlands, it can jump from a planet to its moon or other satellites (or vice versa). This movement provokes opportunity attacks normally, but the flight is supernaturally fast. En route, the cat is protected within a small demiplane. A group of four Dreamlands cats can bring a single Small creature with them on a moon jump, while a group of eight Dreamlands cats can bring a single Medium creature. When the cat uses moon jump to return to a planet or moon it left via moon jump, it returns to within 1 mile of where it departed that planet or moon. REACTIONS Land on Your Feet. When The cat falls, she can use her reaction to right herself before landing. If she fell less than 60 feet, she treats the fall as 10 feet shorter for purposes of damage (reducing damage by 1d6). If she fell at least 60 feet, she has time to better maneuver and relax, instead negating all fall damage beyond the first 10 feet (for a total of 1d6 bludgeoning damage). If she takes damage from a fall, she nevertheless lands on her feet if she succeeds on a DC 10 Dexterity saving throw.
13 Nightmares Chosen of Cthugha When cultists are not suitable for its service, Cthugha dispatches its chosen. The constructs are implacable, resolute, and unyielding in their purpose. They are ideally suited as guardians and typically found in the harshest of environments where their affinity for fire can be used to maximum advantage. The chosen are formed from pure obsidian, seamlessly molded into the form of a powerfully-built warrior wielding a spear of flames. Their superheated bodies leave a flaming trail, and the very air around them shimmers from the barely contained heat of their molten core. Chosen of Cthugha Medium aberration, chaotic evil Armor Class 20 (natural armor) Hit Points 110 (13d8 + 52) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 9 (-1) 15 (+2) 13 (+1) Saving Throws Con +7, Str +8 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, stunned Senses darkvision 60 ft., passive Perception 12 Languages understands Aklo, Common – cannot speak Challenge 6 (2,300 XP) Death Throes. When the chosen dies, it explodes in a burst of eldritch flames. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Illumination. The chosen sheds bright light in a 15-foot radius and dim light to an additional 15 feet. There are no shadows within 15 feet of the chosen due to this illumination. Lava Form. All creatures within 5 feet of the chosen take 5 (1d10) fire damage at the beginning of their turn. Magic Resistance. The chosen has advantage on saving throws against spells and other magical effects. Void Sight. Magical darkness doesn’t impede the chosen’s darkvision. Water Susceptibility. For every 5 feet the chosen moves in water, or for every gallon of water spashed onto it in a single turn, it takes 1 cold damage. Actions Multiattack. The chosen of Cthugha makes three attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning and 10 (3d6) fire damage. Fiery Spear. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: 8 (1d6 + 5) piercing damage and 10 (3d6) fire damage. Lair Actions. When fighting inside its lair, a group of two or more chosen can combine their powers and invoke the ambient magic to take lair actions. On initiative count 20 (losing ties), one of the chosen takes a lair action to cause one of the following effects: • Superheated air erupts from a point within 60 feet of the chosen filling a 10-foot cube with scorching, sulfurous air. All creatures within the area of effect must make a DC 14 Constitution saving throw, taking 7 (2d6) fire damage and 7 (2d6) acid damage on a failed save, or half as much on a success. Until initiative count 20 on the next turn, the acrid steam imposes disadvantage on all sight-based Wisdom (Perception) checks made in the area, and all ranged attacks passing into or out of the area of effect are made at disadvantage. • The ground turns molten in a 20-foot square within 30 feet of the chosen until initiative count 20 of the following turn. For the duration, the molten ground in the area is difficult terrain for all creatures except the chosen. When a creature enters the area for the first time on its turn or starts its turn there, the creature must make a DC 14 Constitution saving throw, taking 14 (4d6) fire damage on a failed save or half as much on a success. The chosen can’t repeat an effect until both have been used, and they can’t use the same effect on consecutive rounds.
14 Nightmares Chosen of Yig Only a handful of the most ancient and powerful serpentfolk endure long enough to become one of Yig’s chosen. These millennia-old, supra-genius serpentfolk wizards bear a deep and abiding hatred of the warm-blooded races who have stolen the world from their people. Centuries of planning and research and delving into the most obscure and dangerous Mythos texts fuel an unshakable devotion to the Father of Serpents. Yig himself has recognized these devoted followers, granting them eldritch insights into the secrets of the universe, allowing them to formulate complex rituals to enhance his power and further his plans. This serpentfolk’s form has been twisted by the power of Yig, enhancing its ophidian strengths and causing two sinuous snakes to sprout from its shoulders. Its eyes gleam with intelligence, its fangs drip with the foulest venoms, and powerful muscles ripple beneath its scales.
15 Nightmares Chosen of Yig Medium monstrosity (shapechanger), neutral evil Armor Class 18 (natural armor) Hit Points 262 (25d8 + 150) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 23 (+6) 20 (+5) 17 (+3) 17 (+3) Saving Throws Con +12, Int +11, Wis +9 Skills Arcana +11, Deception +15, Perception +9, Yog-Sothothery +15 Damage Immunities poison Condition Immunities frightened, paralyzed, poisoned, stunned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 19 Languages Aklo, Common, Serpentfolk Challenge 19 (22,000 XP) Innate Spellcasting. The chosen of Yig’s spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no material components: At will: minor illusion 1/day each: charm person, enlarge (self only), major image, mirror image, suggestion Spellcasting. The chosen of Yig is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It knows the following spells: Cantrips (at will): acid splash, chill touch, light, mending, poison spray 1st level (4 slots): hideous laughter, lethargy of Tsathoggua (SPCM 106), magic missile, shield, sleep 2nd level (3 slots): acid arrow, blindness/deafness, detect thoughts, scorching ray 3rd level (3 slots): bestow curse, counterspell, protection from energy, stinking cloud 4th level (3 slots): black tentacles, confusion, wall of fire 5th level (3 slots): cloudkill, cone of cold, hold monster 6th level (2 slots): ancient sorcery of serpentfolk (SPCM 92), circle of death 7th level (2 slots): forcecage, prismatic spray 8th level (1 slot): incendiary cloud, power word stun 9th level (1 slot): cursed slumber (SPCM 100), meteor swarm Combat Caster. The chosen of Yig has advantage on Constitution saving throws made to maintain concentration. Fractured Mind. The chosen of Yig’s alignment cannot be divined via magical means. Keen Smell. The chosen of Yig has advantage on Wisdom (Perception) checks that rely on smell.. Legendary Resistance (3/Day). If The chosen of Yig fails a saving throw, it can choose to succeed instead.. Magic Resistance. The chosen of Yig has advantage on saving throws against spells and magical effects.. Shapechanger. The chosen of Yig can use its action to polymorph into a Medium humanoid or back into his true form. His statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He doesn’t change form if he dies. Special Equipment. Aside from his dagger of metamorphic venom (page 93), Gehir carries a potion of superior healing and 2 doses of strike and escape metamorphic venom (SPCM 120). Actions Multiattack. The chosen of Yig makes three bite attacks and either two claw attacks or one claw and one dagger attack. Bite (Serpentfolk form only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 20 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much damage on a success. Claw (Serpentfolk form only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Dagger of Metamorphic Venom. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 27 (6d8) poison damage and becoming poisoned for 1 minute on a failure, or taking half as much damage on a success. At the end of each of the poisoned creature’s turns, it makes a new saving throw, ending the poisoned condition on itself on a success. Legendary Actions The chosen of Yig can take 3 legendary actions, choosing from the actions below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The chosen of Yig regains spent legendary actions at the start of its turn. Bite. The chosen of Yig makes a bite attack with one of its shoulder-snakes Minor Magic. The chosen of Yig casts a cantrip or an at-will innate spell. . Major Magic (Costs 3 Actions). The chosen of Yig casts a spell with a 3rd-level or lower spell slot and a casting time of 1 action, as long as this is the only spell it casts this round. Move. The chosen of Yig moves up to his speed without provoking opportunity attacks.
16 Nightmares Cleanser Cleanser Cleansers are another of the mi-go’s many experiments in eldritch bio-cybernetics. A blend of alien insect, wiring, and alien slime, cleansers act as common drones for the mi-go. Their variable limbs and antennas, combined with their complete lack of sentient intelligence or willpower make them capable as both worker-bees and, when necessary, security. This creature is a jumbled mess of insectoid legs, carapace, mandibles and whip-like antennas held together by cybernetic wiring and oozing, orange sludge. Cleanser Tiny construct, unaligned Armor Class 16 (natural armor) Hit Points 13 (3d6 + 3) Speed 40 ft., climb 40 ft., fly (hover) 15 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 6 (-2) Skills Perception +3, Stealth +5 Damage Immunities acid, lightning, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 13 Languages Mi-Go Challenge 1 (200 XP) Boneless. The cleanser can move through and occupy a space as narrow as 4 inches wide without squeezing. Death Throes. When a cleanser is reduced to 0 hit points, it dissolves into a pool of acid that lasts for 1 minute and occupies an area with a 5-foot radius from a spot within 5 feet of where the cleanser was destroyed. Characters who begin their turn standing in a pool of acid must make a DC 11 Constitution saving throw, taking 7 (2d6) acid damage on a failed save, and half as much damage (rounded down) on a successful one. Spider Climb. The cleanser can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. The cleanser makes two attacks with its shocking legs and one attack with its mandibles. Shocking Leg. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) lightning damage. The cleanser has advantage when attacking creatures wearing metal armor or who are standing in at least one inch of water. Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target is grappled (escape DC 11). At the start of a grappled creature’s turn, they take 7 (2d6) lightning damage.
17 Nightmares Corpse Ooze A corpse ooze is born from the embryonic fluid of the children of the Outer Gods. It is a barely sentient, invisible parasite that wanders endlessly, looking for corpses into which it can insert itself. Once inside a corpse, the ooze slowly feeds on its organs, and its sub-zero liquid temperatures can maintain a body it is inhabiting for up to four weeks. Once the insides of its victim are hollow, or when the body is disturbed by a living food source, the ooze exits and searches for a new host. When in contact with a living creature, the ooze attacks with no regard for its own safety. Its nearly invisible form can easily catch prey off-guard, and it quickly expands its size to overwhelm its victim. Its sub-zero temperature can freeze creatures before they can fight back or escape, providing the ooze with a new corpse to inhabit and organs to feed upon. This hungry, amorphous, living liquid is nearly invisible to the naked eye. Only wisps of cold fog rising from its freezing, oozing form give it any discernable shape. Corpse Ooze Small ooze, unaligned Armor Class 9 Hit Points 68 (8d6 + 40) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 20 (+5) 3 (-4) 8 (-1) 1 (-5) Skills Stealth +3 Damage Resistances necrotic Damage Immunities acid, cold Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft, passive Perception 9 Languages – Challenge 2 (450 XP) Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Transparent. Even when the corpse ooze is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot it if it has neither moved nor attacked. A creature that tries to enter the ooze’s space while unaware of the ooze is automatically surprised. Enlarge (Recharges after a Short or Long Rest). The ooze magically increases in size to Medium size and remains that size for 1 minute. While enlarged, the ooze remains in liquid form, but its temperature becomes sub-zero, activating its Freezing Aura. While enlarged, the ooze is Large, cannot be grappled or restrained, and doubles its damage dice with its pseudopod attack. Freezing Aura. Any creature that begins its turn within 5 feet of the ooze while it is enlarged must make a DC 12 Constitution saving throw. On a failure, the creature takes 10 (3d6) cold damage and is slowed for 1 minute. If the creature is already slowed, it must succeed on a DC 10 Strength saving throw or be petrified (frozen) until freed. A creature within 5 feet of a frozen character can take an action to try to break the ice and free the petrified creature. Doing so requires a successful DC 15 Strength (Athletics) check. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) acid damage, or 14 (4d6) acid damage while the ooze is enlarged.
18 Nightmares CthughaCorrupted Earth Elemental This foul earth elemental is infused with the corruption of Cthugha and has begun to resemble its eldritch master. Its formless body is pockmarked by glowing orange eyes, gaping maws, and writhing cilia. Volcanic heat emanates from its bulk, its rocky skin sloughing off like slag even as fresh magma wells up inside to replace it. The very earth seems to recoil from its presence as the influence of Cthugha manifests around it, forming dozens of tiny pseudo-rootlings that squirm into life and just as quickly crumble away. Cthugha-Corrupted Earth Elemental Large elemental, neutral evil Armor Class 17 (natural armor) Hit Points 147 (14d10 + 70) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (+1) 20 (+5) 5 (-3) 10 (+0) 5 (-3) Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran Challenge 7 (2,900 XP) Corrupted Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through. When the elemental uses all or part of its move to burrow and ends its movement on the surface, the earth it emerges from is corrupted by Ghatanothoa’s malign essence. Squirming stone pseudopods fill a 20-foot square centered on the point the elemental emerged from the earth, lasting until the end of the elemental’s next turn. For the duration, the area is considered difficult terrain to all creatures but the elemental. When a creature other than the elemental enters the affected area for the first time or starts its turn there, the creature must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be restrained. A creature restrained by this effect can use its action to make a DC 16 Strength or Dexterity check, freeing itself on a success. Siege Monster. The elemental deals double damage to objects and structures. Actions Multiattack. The elemental makes two slam attacks and a living slag attack (if able). Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 5 (1d10) fire damage. Living Slag (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 10/30 ft., one target. Hit: 9 (1d8+5) bludgeoning damage and 5 (1d10) fire damage. The missile is a gob of viscous, semi-molten rock imbued with a portion of the elemental’s life-force. The target must make a DC 16 Dexterity saving throw, dislodging and destroying the living slag on a success. On a failure, the living slag engulfs their head, leaving the creature blinded, deafened, and unable to speak or cast spells with verbal components until the slag is removed. The slag can be removed as an action by the target or another creature within reach, after which the slag crumbles to inert rock. If a creature starts its turn with its head engulfed by the slag, they take 11 (2d10) fire damage.
19 Nightmares dahg gahdohl Dahg gahdohl are simple but dangerous predators that swim the methane seas of Thog in search of easy prey. It takes an incredible amount of effort for a dahg gahdohl to chew, so they tend to only chomp down once or twice on their prey, just enough to severely wound them so that they cannot escape being swallowed (mostly) whole. Once they smell blood, dahg gadol are impossible to turn away from their bloodthirsty hunger, though they can sometimes be chased away if they are quickly injured before they catch the scent of wounded prey. This gilled, shark-like creature vaguely resembles a green-fleshed shark with eight white eyes, a bulging midsection, and a huge, round, toothy maw. Sharp bone protrusions, ranging between six and twenty-four inches in length, jut out from the creature’s spine and underbelly at odd and threatening angles. dahg gahdohl Huge monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed swim 50 ft. STR DEX CON INT WIS CHA 22 (+6) 8 (–1) 20 (+5) 3 (–4) 14 (+2) 6 (–2) Damage Immunities cold Damage Resistances bludgeoning and slashing from nonmagical attacks Damage Vulnerabilities piercing Condition Immunities frightened, grappled, prone, stunned Senses darkvision 300 ft., passive Perception 12 Languages – Challenge 6 (2,300 XP) Bony Protrusions. When the dahg gahdohl is hit by a melee attack by a creature within 5 feet of it, that creature must make a DC 17 Dexterity saving throw or take 5 (1d10) piercing damage. Feeding Frenzy. When the dahg gahdohl misses on a melee attack against a creature that doesn’t have all of its hit points, it may use a bonus action to repeat the attack on the same creature with disadvantage. Methane Breathing. The dahg gahdohl can breathe only when submerged in methane. Actions Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6). If the target is a Medium or smaller creature, it is grappled and restrained (escape DC 17). Swallow. The dahg gahdohl makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, has total cover against attacks and other effects outside the dahg gahdohl, and takes 21 (6d6) acid damage at the start of each of the dahg gahdohl’s turns. If the dahg gahdohl takes 30 damage or more on a single turn from a creature inside it, the dahg gahdohl regurgitates all swallowed creatures into a space within 10 feet. If the dahg gahdohl dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement.
20 Nightmares Deep One Barracuda Sleek and silver with mouths full of needle-like teeth, these deep one hybrid barracudas scamper and dart about on their short, unnatural limbs like a slavering pack of aquatic hounds. Their piscine tails stick out straight behind them, and triangular fins on their backs flatten down for speed as they run. Deep One Hybrid – Barracuda Small beast (deep one), chaotic evil Armor Class 13 (natural armor) Hit Points 16 (3d6 + 6) Speed 30 ft., swim 50 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 14 (+2) 9 (-1) 10 (+0) 8 (-1) Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages understands Common but can’t speak Challenge 1/2 (100 XP) Amphibious. The deep one hybrid barracuda can breathe air or water. Pack Tactics. The barracuda has advantage on an attack roll against a creature if at least one of the barracuda’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Speedy. The barracuda can take the Dash or Disengage action as a bonus action on each of its turns. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
21 Nightmares Deep One Elder Deep ones are one of the few truly immortal creatures of the sea. Barring their death by violence or mishap, they grow, learn, and develop for eternity. Some scholars posit that Father Dagon and Mother Hydra are, in fact, deep ones of such antediluvian age and awesome power that they have ascended to a semblance of deification. The oldest and most powerful of the deep ones are the elders, who grow closer to the mind and spirit of Dagon and Hydra as they age. Truly ancient elders spend much of their time slumbering in the depths, experiencing visions of their gods and ancestors, but answer the calls of their brethren when summoned. The vestiges of an elder deep one’s heritage are displayed in horrifying scale: the musculature of orcas, the jaws of ancient sharks, patches of armor-like shells, the fluid forms of echinoderms, and other less identifiable limbs and organs comprise these horrific abominations from the depths. Deep one elders are sadistic being of incomprehensible patience, who manipulate and outmaneuver foes with magic, waiting until their opponents have expended their resources before engaging them directly.
22 Nightmares Deep One Elder Huge aberration (deep one), chaotic evil Armor Class 18 (natural armor) Hit Points 178 (17d12 + 68) Speed 30 ft., swim 60 ft. STR DEX CON INT WIS CHA 24 (+7) 18 (+4) 19 (+4) 17 (+3) 18 (+4) 17 (+3) Saving Throws Con +8, Wis +8, Cha +7 Skills Arcana +7, Insight +8, Perception +8 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Damage Immunities cold, poison Condition Immunities charmed, frightened, paralyzed, petrified, poisoned Senses darkvision 90 ft., tremorsense 30 ft., passive Perception 18 Languages Aklo, Common, Deep Speech Challenge 12 (8,400 XP) Amphibious. The deep one elder can breathe air and water. Deep Dweller. The deep one elder gains advantage on Dexterity (Stealth) checks while underwater. In addition, it can’t be harmed by water pressure Freedom of Movement. The deep one elder ignores difficult terrain, and magical effects can’t reduce its speed or cause him to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Legendary Resistance (2/Day). If the deep one elder fails a saving throw, it can choose to succeed instead. Magic Resistance. The deep one elder has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The deep one elder is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following spells. At will: resistance, create or destroy water, detect magic 4/day: command, inflict wounds, control water 2/day: hold person, blight, lightning bolt 1/day: wall of ice, dream sending of Cthulhu (SPCM 101) Use Magic Device. The deep one elder ignores all class requirements when using magic items. Void Sight. Magical darkness doesn’t impede the deep one elder’s darkvision. Actions Multiattack. The deep one elder attacks with his bite and uses Tail Sweep. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage. Tail Sweep. Melee Weapon Attack: +11 to hit, reach 10 ft., up to two creatures adjacent to each other. Hit: 11 (1d8 + 7) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 14 (4d6) poison damage on a failure or half as much on a success. Those that fail the saving throw also suffer the effects of one of the following venoms, chosen randomly (roll a d6). 1-2 – Hallucinogenic Venom. The target becomes poisoned for 1 minute. As long as this poisoned condition lasts, confusing hallucinations prevent the target from taking bonus actions or reactions. At the end of each of the target’s turns, it makes a new Constitution saving throw, ending the poisoned condition on itself on a success. 3-4 – Paralytic Venom. The target becomes paralyzed indefinitely. At the start of each of the target’s turns, it makes a new Constitution saving throw, ending the paralyzed condition on itself on a success. 5-6 – Necrotic Venom. The target’s speed is reduced by 15 feet (minimum 5 ft.) until the start of the deep one elder’s next turn. Lair Actions. When fighting inside its lair, the deep one elder can invoke the ambient magic to make lair actions. On initiative count 20 (losing ties), the deep one elder takes a lair action to cause one of the following effects: • A deluge of water issues forth from a pool within 60 feet of the deep one elder. Up to three creatures adjacent to each other within 15 feet of the pool are caught up in its unnatural tide and must succeed a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone. • A globule of water detaches from a surrounding pool and travels up to 30 feet before engulfing the head of its target until the end of the creature’s next turn. On a successful DC 15 Dexterity saving throw, the target is able to avoid the globule. While engulfed, the target cannot talk (or cast spells with verbal components) and has a -2 penalty on attack rolls. Legendary Actions The deep one elder can take 1 legendary action. The action can only be used at the end of another creature’s turn. He regains this spent action at the start of his turn. • Move. The deep one elder moves up to its speed without provoking opportunity attacks.
23 Nightmares Deep One Hammerhead This monstrosity seems impossible at first glance, an unholy amalgamation of shark and human features devised by an alien intelligence. It glances about furtively, searching for edible flesh to carve from living bodies with its cutlass. Deep One Hammerhead Large beast (deep-one), chaotic evil Armor Class 15 (natural armor) Hit Points 51 (6d10 + 18) Speed speed 15 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 17 (+3) 9 (-1) 14 (+2) 10 (+0) Skills Athletics +6, Perception +6 Senses blindsight 120 ft., passive Perception 16 Languages understands Common but can’t speak Challenge 2 (450 XP) Amphibious. The deep one hybrid hammerhead can breathe air or water. Blood Frenzy. The hammerhead has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Keen Senses. The hammerhead has advantage on Wisdom (Perception) checks. Pack Tactics. The hammerhead has advantage on an attack roll against a creature if at least one of the hammerhead’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The hammerhead makes two attacks: one with its bite and one with its cutlass. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
24 Nightmares Deep One Hybrid Ape Interbreeding between deep ones and the beasts of Farzeen’s coastal jungle has produced some horrific monstrosities, but few more terrible than the deep one hybrid apes. These shaggy, man-sized apes have begun to show signs of their abyssal transformations: their eyes are milky and bulging, their skin slimy, and their hands and feet webbed. Primordial Armor. Thick chitinous plates and hard scales have erupted from the apes’ matted fur, giving them the appearance of primordial seamonsters or squamous horrors of the deep. Shrewd Predators. Hybridization with the deep ones has uplifted these apes to a level of sapience unseen among the baser beasts of the jungle. They study their opponents with an unnerving alien intelligence and even seem to understand humanoid speech. Deep One Hybrid Ape Medium beast (deep one), chaotic evil Armor Class 19 (natural armor) Hit Points 39 (6d8+12) Speed 20 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 9 (-1) 12 (+1) 7 (-2) Skills Athletics +5, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can’t speak Challenge 1 (200 XP) Hold Breath. The deep one hybrid ape can hold its breath for 1 hour. Sea Longing. The deep one hybrid ape has advantage on Strength (Athletics) checks made to swim. However, every week that it spends more than 10 miles from the sea, it must succeed on a DC 10 Wisdom saving throw or its Wisdom score is reduced by 1 until it travels to the sea. ACTIONS Multiattack. The deep one hybrid ape makes two fist attacks. Fist. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. Rock. Ranged Weapon Attack. +5 to hit, ranged 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
25 Nightmares
26 Nightmares Deep One Hybrid Menticidist Menticide is defined as the systematic effort to subvert another’s cherished values and beliefs through torture, narcotics, magic, and other extreme methods. While the deep ones themselves normally take little interest in surface life, and care so little for human culture that they do not even bother to subvert it, such behavior is more common among deep one hybrids, who continue to live above the waves. Such individuals are often driven by contempt for their fellow humans and humanoids, and may dabble in doomsday cults or the worship of various Old Ones such as Shub-Niggurath or Ghatanothoa. The most fanatical of zealots may be drawn to the role of menticidist, seeking to use their various powers to undermine societies or turn individuals against their family, friends, and leaders. To this end, their patrons may grant them special powers, such as the Mummifying Gaze of Ghatanothoa. As their deep one heritage grows more dominant, however, these individuals find themselves drawn more and more to the sea, and usually end their connection to the Old Ones’ cults upon their final transformation into full-fledge deep ones.
27 Nightmares Deep One Hybrid Menticidist Medium humanoid (deep one, human), neutral evil Armor Class 19 (natural armor) Hit Points 170 (20d8 + 80) Speed 30 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 18 (+4) 15 (+2) 10 (+0) 20 (+5) Saving Throws Cha +10, Con +9, Wis +5 Skills Acrobatics +7, Nature +7, Perception +5, Persuasion +10, Survival +5, Yog-Sothothery +10 Senses darkvision 90 ft., passive Perception 15 Languages Common, Aklo, Deep Speech Challenge 13 (10,000 XP) Agonizing Blast. When casting eldritch blast, the menticidist adds its Charisma modifier to the damage it deals on a hit. Born of the Sea. The deep one menticidist has advantage on all skill and ability checks related to sailing, swimming and the like. Unearthly Mutation. The deep one menticidist can breathe air or water. Magic Resistance. The deep one menticidist has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The deep one menticidist can cast the following spells (spell DC 18, +10 to hit with spell attacks): At will: detect thoughts, false life 1/day: eyebite, teleport or plane shift, mass suggestion, pipes of madness (SPCM 110) Secret of Time’s End. When The deep one menticidist reduces a creature to 0 hit points, they gain 5 temporary hit points. Whenever the menticidist deals damage with a warlock spell, the target’s hit point maximum is reduced by the damage dealt until they take a short rest. If the target’s hit point maximum reaches 0, it dies. Spellcasting. The deep one menticidist is a 15th level spell caster and Charisma is its spellcasting ability (spell DC 18, +10 to hit with spell attacks). It knows the following spells: Cantrips (at will): eldritch blast (3 bolts), mending, minor illusion, prestidigitation 1st–5th (Four 5th-level slots): banishment, confusion, compulsion, counterspell, dominate person, enthrall, hold monster, hypnotic pattern, kiss of Dagon (SPCM 106), lethargy of Tsathoggua (SPCM 106), melt flesh (SPCM 107) Designer’s Note: The GM is encouraged to add an additional 2-4 spells as appropriate for the campaign. ACTIONS Multiattack. The deep one menticidist makes three melee attacks: two with its shortsword and one with its bite. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 3 (1d4 + 1) Magical Adept (1/Day). The deep one menticidist can regain an expended spell slot as a bonus action. Mummifying Gaze (3/day). When a creature that can see the deep one menticidist’s eyes starts its turn within 60 feet of the menticidist, as a free action the menticidist can force it to make a DC 15 Constitution saving throw if the menticidist isn’t incapacitated and can see the creature. A creature that fails the save begins to mummify and its Dexterity score is reduced by 1d4. If this reduces its Dexterity score to 0, it is mummified as if by Ghatanothoa’s Mummification. Unless surprised, a creature can avert its eyes to avoid this effect at the start of its turn. If the creature does so, it can’t see the deep one menticidist until the start of its next turn, when it can avert its eyes again. If the creature looks at the menticidist in the meantime, it must immediately make the save. REACTIONS Magical Defiance. When a creature hits the deep one menticidist with an attack, the menticidist casts a cantrip on the attacker if it is within range.
28 Nightmares Deep One Hybrid – Giant Shark This gigantic beast is a cross between a deep one and some species of deep-water shark. Its short humanoid limbs allow only clumsy movement on land, but this creature seems at home in black water. Its gills puff out like frills as it slips through the still water, its mouth hanging open to reveal scores of jagged teeth. Its beady black eyes gleam with malign intent. Deep One Hybrid – Giant Shark Huge beast (deep-one), chaotic evil Armor Class 17 (natural armor) Hit Points 162 (13d12 + 78) Speed 15 ft., swim 50 ft. STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 22 (+6) 9 (-1) 12 (+1) 10 (+0) Skills Athletics +10, Perception +4, Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages understands Common, but can’t speak Challenge 6 (2,300 XP) Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Amphibious. The shark can breathe air or water. ACTIONS Bite. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed a DC 15 Dexterity check or be swallowed. While swallowed, the creature is blinded and restrained, has total cover against attacks and other effects outside of the shark, and takes 10 (3d6) acid damage at the start of each of the shark’s turns. If the shark takes 20 damage or more on a single turn from a creature inside of it, the shark must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed victim, which falls prone in a space within 10 feet of the shark. If the shark dies, the swallowed creature is no longer restrained and can escape by expending 10 feet of movement, exiting prone.
29 Nightmares Deep One Hybrid – Constrictor Snake The fecundity of the deep ones knows few limits, and the tropical snakes of Farzeen are no exception to that rule. The deep one hybrid constrictor snakes of Farzeen have developed shark-like teeth, a powerful tail attack, and the armor plating of their primordial ancestors. Deep One Hybrid – Constrictor Snake Huge beast (deep one hybrid), chaotic evil Armor Class 19 (natural) Hit Points 76 (8d12 + 24) Speed 30 ft., climb 15 ft., swim 30 ft. STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 16 (+3) 9 (-1) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages understands Common Challenge 3 (700 XP) Hold Breath. The deep one hybrid constrictor snake can hold its breath for 1 hour. Sea Longing. The deep one hybrid snake has advantage on Strength (Athletics) checks made to swim. However, every week that it spends more than 10 miles from the sea, it must succeed on a DC 10 Wisdom saving throw or its Wisdom score is reduced by 1 until it travels to the sea. ACTIONS Multiattack. The deep one hybrid snake makes two attacks: one bite and one tail slam. Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage Tail Slam. Melee Weapon Attack. +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a medium or smaller creature, it is grappled and restrained, and the snake can’t grapple another target. A grappled creature automatically takes 14 (2d8 + 5) bludgeoning damage at the beginning of its turn from constriction.
30 Nightmares Deep One Packmaster This foul batrachian humanoid seems more at ease in the jungle than other deep ones. It has decorated its slimy hide with necklaces and bracelets of bone and teeth, and it wears a cloak of mud-spattered furs. Surf and Turf. The evidence of this deep one’s frequent forays onto land gather around it in the form of its hybrid progeny. Mighty apes of the jungle, corrupted and transformed by the deep one’s abyssal influence, gambol and hoot in response to every passing noise. The packmaster’s hideous brood is a physical expression of the unspoken truth of the deep ones: all life comes from the sea, and to the sea shall it all return. Deep One Packmaster Medium humanoid (deep one), chaotic evil Armor Class 16 (natural) Hit Points 90 (12d8 + 36) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 14 (+2) 17 (+3) 13 (+1) Saving Throws Dex +3 Skills Animal Handling +5, Nature +4, Perception +5, Religion +4, Stealth +3 Damage Resistances cold Senses darkvision 60 ft., passive Perception 15 Languages Common, Deep Speech Challenge 4 (1,100 XP) Amphibious. The deep one can breathe air and water. Deep Dweller. The deep one has advantage on Dexterity (Stealth) checks while underwater. In addition, it can’t be harmed by water pressure. Use Magic Device. The deep one ignores all class requirements on the use of magic items. Spellcasting. The deep one packmaster is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following ranger spells prepared: 1st level (4 slots): cure wounds, hunter’s mark 2nd level (2 slots): pass without trace, silence Bolster Hybrids. All beasts with the deep one tag within 60 feet of the deep one packmaster gain a +2 bonus on initiative rolls and saving throws. They also gain the Pack Tactics ability if they do not already have it. Pack Tactics. The deep one packmaster has advantage on attack rolls against a creature if an ally is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The deep one makes two attacks: two with its claws, or two with its trident, or one with each. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Net. Ranged Weapon Attack: +5 to hit, range 5/15 ft., one creature. Hit: Target is restrained until freed. A DC 10 Strength check or 5 slashing damage dealt to the net (AC 10) frees the restrained creature. Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Reactions Command Hybrid. When a beast that has the deep one tag within 30 feet of the deep one makes an attack, the deep one goads it into making one additional attack against the same target, regardless of whether or not the beast has Multiattack.
31 Nightmares
32 Nightmares Deep One Touched Captain The call of the sea is irresistible to many, but for a few it is a summons to follow their true heritage. Unsurprisingly, deep one hybrids, and those who bear even a trace of deep one blood in their veins often make their way as mariners, often becoming quite successful because of their near-instinctive ties to the ocean and its ways. Those sailors and captains who are touched by a distant (or often not-so-distant) connection to the deep ones are usually considered a bit strange and off-putting, but rarely have trouble finding crew, for their voyages meet with frequent success, whether they are merchants, pirates, fisherfolk, or adventurers. Weird and eerie happenings surround a ship captained by one touched by the deep. Fish may school nearby in unbelievable numbers. Strange weather may buffet the vessel, or strong winds may propel it at breakneck speed. Lights shine beneath the waves, and sailors report bizarre and frightening dreams of deep, dark waters. A captain may discover, to their surprise, that they command magical spells or abilities that aid on voyages. Monsters may rise from the depths, but choose not to attack at sight of the captain’s strange visage. And all the while, the captain experiences the sea’s increasingly powerful allure, until at last, life on land becomes painful and stultifying. Not all deep one-touched mariners experience the transformation into deep ones — sometimes the connection to Dagon’s folk is too tenuous or distant. But in several cases, some of which are the stuff of sea-legends, a captain may vanish, or disappear over the side on a stormy night, to later visit crew or family in a strange new guise, with staring fishy eyes. Deep One Touched Captain Medium humanoid (deep one hybrid), neutral Armor Class 12 (15 with mage armor) Hit Points 60 (8d8+24) Speed 30 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 18 (+4) Saving Throws Cha +6, Wis +2 Skills Acrobatics +3, Nature +3, Perception +2, Persuasion +6, Survival +2, Yog-Sothothery +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Aklo Challenge 3 (700 XP) Born of the Sea. The deep one-touched captain has advantage on all skill and ability checks related to sailing, swimming, and the like. Unearthly Mutation. The deep one-touched captain can breathe air or water. Sea Longing. The deep one-touched captain has advantage on Strength (Athletics) checks made to swim. However, every week that they spend more than 10 miles from the sea, they must succeed on a DC 10 Wisdom saving throw or their Wisdom score is reduced by 1 until they travel to the sea. Innate Spellcasting. The deep one-touched captain can cast the following spells: At will: false life, mage armor Spellcasting. The deep one-touched captain is a 5th-level spellcaster and Charisma is their spellcasting ability (spell DC 14, +6 to hit with spell attacks). They know the following spells: Cantrips (at will): eldritch blast, mending, prestidigitation 1st to 3rd (two 3rd-level slots): comprehend languages, counterspell, cure wounds, hypnotic pattern, kiss of Dagon (SPCM 106), shatter, unseen servant ACTIONS Multiattack. The deep one-touched captain makes three melee attacks: two with her shortsword and one with her bite. Shortsword. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Bite. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 2 (1d4) piercing damage.
33 Nightmares Deep One Warrior Far more hideous even than the typical deep ones, which combine all the ugliest elements of fish and frog into a sinister humanoid form, deep one warriors are hulking brutes with gaping, jagged maws and thick, bulky hides. Bred for Battle. Deep one warriors are as variable in form as other denizens of the oceanic abyss. Some are protected by crustacean carapaces while others grow thick bony plates like the primordial fish of the ancient oceans. One warrior might have the needle-toothed mouth of an angler fish while another may have a shark’s jaws. These monstrosities are reflections of all the untold terrors that lurk in the stygian depths. Deep One Warrior Medium humanoid (deep one), chaotic evil Armor Class 17 (natural armor) Hit Points 67 (9d8 + 27) Speed 25 ft., swim 40 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 16 (+3) 11 (+0) 16 (+3) 12 (+1) Skills Athletics +5, Perception +5, Religion +2, Stealth +3 Damage Resistances cold Senses darkvision 60 ft., passive Perception 15 Languages Common, Deep Speech Challenge 3 (700 XP) Amphibious. The deep one can breathe air and water. Deep Dweller. The deep one has advantage on Dexterity (Stealth) checks while underwater. In addition, it can’t be harmed by water pressure. Use Magic Device. The deep one ignores all class requirements on the use of magic items. Actions Multiattack. The deep one makes three attacks: one with its bite and two with its claws or trident. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
34 Nightmares Deep Slug Swarm When a piece of a Great Old One’s form falls from its body, these things of flesh-that-is-not-flesh can maintain shreds of sentience, seeking out their like to congeal into massive swarms that roil with madness and despair in writhing bacchanalias that go on for centuries before synthesis. There is no way to predict what a deep slug swarm will do—its motives are in constant flux as the bits of intellect that form its amalgamated mind vie for dominance in a never-ending struggle—or from whence it came. The only thing an observer can know is that to survive, they must flee without delay. The nearer this swarm of slithering slugs gets, the more disturbing it becomes, as the colors of the things writhe over one another, ever-changing and painful to look upon. Deep Slug Swarm Huge swarm of Tiny oozes, chaotic evil Armor Class 13 (natural armor) Hit Points 105 (10d12 + 40) Speed 40 ft., climb 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 19 (+4) 8 (-1) 15 (+2) 16 (+3) Saving Throws Dex +5, Int +2 Skills Insight +5, Perception +5, Stealth +5 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison, psychic Condition Immunities charmed, diseased, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 120 ft., passive Perception 15 Languages understands all languages but can’t speak Challenge 8 (3,900 XP) Amorphous Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening as narrow as 1 inch wide without squeezing. The swarm can’t regain hit points or gain temporary hit points. Cunning Action. The swarm can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. Hivemind. The swarm has advantage on Intelligence checks and Constitution saving throws made to maintain its concentration. Innate Spellcasting. The swarm’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: vicious mockery 3/day each: blindness/deafness, confusion, fear 2/day: misty step 1/day: planeshift (self only) Actions Multiattack. The swarm casts a spell and makes two pseudopod attacks. Claw. Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 12 (2d6 + 5) bludgeoning damage plus 5 (2d4) psychic damage, or 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) psychic damage if the swarm has half of its hit points or fewer. A target that takes 10 or more damage from this attack makes a DC 14 Wisdom saving throw. On a failure it gains a long-term madness, and if the save fails by 5 or more it also gains a short-term madness.
35 Nightmares Devil’s Coach Beetle This massive black beetle has wide-set, powerful legs and a long abdomen. Its stunted wings allow for only rare, short bursts of flight, but it can move much more quickly than broader, heavier-armored beetles. The devil’s coach gets its name not only from its sinister appearance, but from the sulfurous secretions it produces from its hindquarters. Insectile Steeds. The ghouls of Farzeen use these sleek and terrible giant insects as mounts. Frothing with digestive acid and trailing a hellish stench, the devil’s coach beetles suit the ghouls’ temperament far better than horses. Devil’s Coach Beetle Large beast, unaligned Armor Class 14 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft., fly 20 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 1 (-5) 8 (-1) 3 (-4) Senses blindsight 30 ft., passive Perception 9 Languages – Challenge 2 (450 XP) Short Hop. The devil’s coach beetle’s undersized wings only allow it to fly for a short distance and cannot support hovering. When it flies, it must end its move on a solid surface or it falls. Stench. Any creature other than a ghoul or another devil’s coach beetle that starts its turn within 5 feet of the beetle must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all devil’s coach beetles for 1 hour. Actions Attack. Bite: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 5 (1d10) acid damage.
36 Nightmares Dinosaur, Allosaurus The allosaurus is a swift and deadly predator. This bipedal dinosaur grabs at its prey with powerful claws and delivers a series of quick slashing bites to debilitate it. Allosauruses are fiercely territorial but sometimes cooperate with others of their species to attack larger prey. They typically stand over 8 feet tall and measure around 30 feet from snout to tail. This predatory dinosaur has a narrow snout that opens unnervingly wide, revealing a maw lined with saw-like teeth. Its powerful arms are tipped with three sickle-like claws, and its long tail whips out behind it for stability as it runs. Dinosaur, Allosaurus Huge beast, unaligned Armor Class 14 (natural armor) Hit Points 95 (10d12 + 30) Speed 60 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 2 (−4) 13 (+1) 10 (+0) Senses passive Perception 11 Languages – Challenge 5 (1,800 XP) Actions Multiattack. The allosaurus makes two melee attacks, one with its claws and one with its bite. Slashing Bites. The allosaurus makes two bite attacks with disadvantage against a Large or larger target, dealing slashing instead of piercing damage. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the allosaurus can’t claw another target.
37 Nightmares Dinosaur, Ankylosaurus This ill-tempered herbivore is one of the most heavily armored dinosaurs, from its thick, triangular head to the club on the tip of its tail. This living fortress is over 25 feet long and stands 6 feet tall at the hip. It subsists on a diet of ferns and fruit, using its powerful tail club to defend itself from predators. This stocky, lumbering creature is covered with bony nodules of armor along its head, neck, and the low hump of its back. Its thick, muscular tail ends in a massive club capable of shattering bone. Dinosaur, Ankylosaurus Huge beast, unaligned Armor Class 17 (natural armor) Hit Points 59 (7d12 + 14) Speed 20 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (−1) 15 (+2) 2 (−4) 11 (+0) 5 (−3) Senses passive Perception 10 Languages – Challenge 3 (700 XP) Actions Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The target can repeat this save at the end of a long rest, ending the reduction on a success, or the reduction can be removed by lesser restoration or other magic.
38 Nightmares Dinosaur, Argentinosaurus One of the largest animals ever to exist, Argentinosaurus is a gigantic sauropod dinosaur more than 100 feet long and weighing well over 100,000 pounds. With every step this titanic, long-necked creature takes, the very earth trembles. This massive, thick-skinned creature has four pillar-like legs; a thick, sloping neck; and a long tail tapering to a point. Dinosaur, Argentinosaurus Gargantuan beast, unaligned Armor Class 15 (natural armor) Hit Points 192 (11d20 + 77) Speed 30 ft. STR DEX CON INT WIS CHA 27 (+8) 8 (-2) 25 (+7) 2 (-4) 14 (+2) 7 (-2) Saving Throws Con +10 Skills Perception +5 Senses passive Perception 15 Languages – Challenge 8 (200 XP) Actions Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone. Tail. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 35 (6d8 + 8) bludgeoning damage.
39 Nightmares Dinosaur, Camarasaurus The camarasaurus is a large sauropod dinosaur with four stout limbs and a long neck. It typically stands 15 to 20 feet high at the shoulder and is around 50 to 60 feet long, although an exceptionally large specimen may reach 75 feet in length. Its massive head is blunt and sturdy, with its eyes placed high up the skull. Camarasauruses are herbivores, capable of reaching vegetation high up in trees. They often travel in herds similar to elephants. This towering beast is bigger than an elephant, with great pillars for legs and a long neck stretching to the sky. Its wrinkled skin, clay-red splotched with pale yellow, is covered with pebble-like scales. Dinosaur, Camarasaurus Gargantuan beast, unaligned Armor Class 15 (natural armor) Hit Points 108 (7d20 + 35) Speed 30 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (−1) 21 (+5) 2 (−4) 12 (+1) 5 (−3) Saving Throws Con +7 Senses passive Perception 11 Languages – Challenge 4 (1,100 XP) Trampling Charge. If the camarasaurus moves at least 20 feet straight toward a creature and then hits it with a stomp attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the camarasaurus can make one stomp attack against it as a bonus action. Actions Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
40 Nightmares Dinosaur, Chasmosaurus Chasmosaurus is a ceratopsian dinosaur smaller than triceratops, standing about as high as a cow and roughly 15 feet long from beak to tail. A large, rectangular frill extends from the back of its skull like a tower shield. It has three short horns on its face that it rams into predators or rivals, and a sharp hooked beak it uses to defend itself as well as to strip branches of their leaves. This four-legged beast with knobby reptilian skin is about 15 feet long from the tip of its tail to its beaky mouth, and its oversized head boasts a trio of short horns. A large rectangular frill marked with blue spots protrudes from the back of its skull, protecting its neck. Dinosaur, Chasmosaurus Large beast, unaligned Armor Class 12 (natural armor) Hit Points 60 (8d10 + 16) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 9 (−1) 15 (+2) 2 (−4) 11 (+0) 8 (−1) Senses passive Perception 10 Languages – Challenge 3 (700 XP) Charge. If the chasmosaurus moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
41 Nightmares Dinosaur, Dilophosaurus The dilophosaurus is a predatory dinosaur, much smaller and swifter than a tyrannosaurus but larger and more powerful than a velociraptor. It is easily identified by the pair of colorful crests over its snout, which it uses in displays to attract mates or warn away rivals. It uses its three-clawed hands and crooked snarl of a jaw to hunt prey, mostly smaller creatures than itself, although it will opportunistically attack weak members of larger species. The typical adult dilophosaurus is around 20 feet long and stands 4 to 5 feet high at the shoulder. This slender, bipedal dinosaur has a distinctive double row of colorful, semicircular crests on top of its head and a hooked jaw lined with curved teeth. It stands about as high as a man, but more than 20 feet in length. Dinosaur, Dilophosaurus Large beast, unaligned Armor Class 14 (natural armor) Hit Points 52 (7d10 + 14) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 15 (+2) 2 (−4) 11 (+0) 12 (+1) Senses passive Perception 10 Languages – Challenge 2 (450 XP) Pounce. If the dilophosaurus moves at least 20 feet straight toward a Large or smaller creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the dilophosaurus can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
42 Nightmares Dinosaur, Eldritch Host Allosaurus The allosaurus is a swift and deadly predator. This bipedal dinosaur grabs at its prey with powerful claws and delivers a series of quick slashing bites to debilitate it. Allosauruses are fiercely territorial, but sometimes cooperate with others of their species to attack larger prey. They typically stand over 8 feet tall and measure around 30 feet from snout to tail. Eldritch Host Allosaurus. The Elder Things have long been masters of shaping biology to their whims. They have altered the physiology of this allosaurus with alien tentacles and replaced its internal organs with a shoggoth-like mass of protoplasm, giving it immense stamina and an insatiable hunger. This predatory dinosaur has slick black skin and a maw lined with saw-like teeth. In place of its arms, two writhing tentacles sprout from its oddly lumpy torso. Dinosaur, Eldritch Host Allosaurus Huge aberration, unaligned Armor Class 14 (natural armor) Hit Points 104 (11d12 + 33) Speed 60 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 2 (–4) 13 (+1) 10 (+0) Senses passive Perception 11 Languages – Challenge 6 (2,300 XP) Eldritch Death-Throes. When the allosaurus is reduced to 0 hit points, its corpse bursts open and fills a 25-foot square centered on itself with flailing tentacles for one minute. The affected area becomes difficult terrain for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be restrained by the tentacles until the effect ends. A creature that starts its turn restrained by the tentacles takes 10 (3d6) bludgeoning damage. A creature restrained by the tentacles can use its action to make a DC 15 Strength or Dexterity check, freeing itself on a success. Actions Multiattack. The allosaurus makes two tentacle attacks and a bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained. The allosaurus has two tentacles, each of which can grapple one target. Slashing Bites. The allosaurus makes two bite attacks at disadvantage against a Large or larger target, dealing slashing instead of piercing damage.
43 Nightmares Dinosaur, ElectroTank Ankylosaurus This ill-tempered herbivore is one of the most heavily armored dinosaurs, from its thick, triangular head to the club on the tip of its tail. This living fortress is over 25 feet long and stands 6 feet tall at the hip. It subsists on a diet of ferns and fruit, using its powerful tail club to defend itself from predators. Yithians have transformed the already heavily armored ankylosaurus into a nigh-invulnerable walking weapons platform. Steel-ceramic composite plates reinforce its existing armor, and it boasts a turret of lightning guns installed on its back, powered by a second brain grafted onto the dinosaur’s spine. Plates of gleaming yithian shielding augment the bony armor of this stocky, lumbering creature. Its muscular tail ends in a bone-shattering club, and from its back protrudes a rotating dome with twin prongs that crackle with electricity. Dinosaur, Electro-Tank Ankylosaurus Huge beast, unaligned Armor Class 19 (natural armor) Hit Points 68 (8d12 + 16) Speed 20 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (−1) 15 (+2) 4 (−3) 11 (+0) 5 (−3) Damage Resistances lightning Senses passive Perception 10 Languages – Challenge 4 (1,100 XP) Control Chip. The dinosaur obeys to the best of its ability the most recent command issued to it telepathically by a yithian. Each time the creature takes lightning or psychic damage, roll a d%. If the result is equal to or lower than the damage dealt, the control chip is destroyed; the dinosaur is freed from yithian control and likely to lash out in confusion at the nearest creature. Actions Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The target can repeat this save at the end of a long rest, ending the reduction on a success, or the reduction can be removed by lesser restoration or other magic. Lightning Turret (Recharge 5-6). The ankylosaurus fires a bolt of lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a saving throw, taking 27 (5d10) lightning damage on a failed save or half as much damage on a successful one.
44 Nightmares Dinosaur, Hatzegopteryx Huge beast, unaligned Armor Class 13 (natural armor) Hit Points 37 (5d12 + 5) Speed 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 12 (+1) 2 (−4) 12 (+1) 5 (-3) Skills Perception +3 Senses passive Perception 13 Languages – Challenge 2 (450 XP) Flyby. The hatzegopteryx doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) slashing damage. If the target is a Small or smaller creature, the target is grappled (escape DC 12). Until the grapple ends, the hatzegopteryx can’t use its bite on any other creature. Dinosaur, Hatzegopteryx Hatzegopteryx is a gigantic pterosaur. This prehistoric flying reptile can soar at great speed for days at a time. When it comes time to feed, it stalks the land like a massive heron, using its folded wings as stiltlike forelimbs and snapping up small dinosaurs with its powerful beak. These statistics can be used for similar giant pterosaurs such as quetzalcoatlus and arambourgiana. The creature before you has a massive, toothless beak as long as a man is tall, a long neck, and a nearly 40-foot wingspan. It stalks forward, looking like a nightmare cross between a giant heron and a giraffe.
45 Nightmares Dinosaur, Hunter-Killer Allosaurus Hunter-Killer Allosaurus. With the addition of armor plating, adaptive shields, enhanced senses, and a matter disruptor beam, the yithians have turned what was already a swift and deadly predator into a killing machine. This huge, sharp-toothed dinosaur is plated with yithian armor. A third eye has been grafted above its narrow snout, and an array of glowing green crystal discs protrudes from a fleshy third arm above its right shoulder. Several hexagonal plates of dull metal embedded in its skin project a field of shimmering light over the creature’s body. Dinosaur, Hunter-Killer Allosaurus Huge beast, unaligned Armor Class 16 (natural armor) Hit Points 104 (11d12 + 33) Speed 60 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 4 (–3) 13 (+1) 10 (+0) Skills Perception +4 Damage Resistances lightning Senses passive Perception 14 Languages – Challenge 7 (2,900 XP) Control Chip. The dinosaur obeys to the best of its ability the most recent command issued to it telepathically by a yithian. Each time the creature takes lightning or psychic damage, roll a d%. If the result is equal to or lower than the damage dealt, the control chip is destroyed; the dinosaur is freed from yithian control and likely to lash out in confusion at the nearest creature. Actions Multiattack. The allosaurus makes two melee attacks, one with its claw and one with its bite, then it uses its matter disruptor if it is able. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the allosaurus can’t claw another target. Matter Disruptor (Recharge 5-6). Ranged Spell Attack: +12 to hit, range 100/400 ft., one target. Hit: 19 (3d12) necrotic damage. A creature killed by this attack is disintegrated. Slashing Bites. The allosaurus makes two bite attacks at disadvantage against a Large or larger target, dealing slashing instead of piercing damage. Reactions Adaptive Shields. When the allosaurus is hit by an attack, it gains resistance to that damage type until the end of its next turn.