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Published by ticcitoby600, 2023-09-29 19:58:30

Nightmares 1 - A Saga Bestiary

96 Nightmares Hulking ProtoShoggoth Hulking Proto-Shoggoth. Larger and more powerful than typical proto-shoggoths, these destructive oozes were more common in prehistoric times when proto-shoggoths had larger prey to feed on and larger skins to inhabit. When attempting to control a hulking proto-shoggoth with a proto-shoggoth twsha (SPCM 130), the DC is 18 to maintain control and 20 to re-establish control. The creature’s armor-like dermis tears with a sound akin to the ripping of heavy leather, revealing the squamous flesh of a collective of pseudopods that had, until now, been contained within. In shedding its disguise, the hulking protoplasmic ooze leaves behind the mutilated, deformed husk of its host.


97 Nightmares Hulking Proto-Shoggoth Large ooze, chaotic evil Armor Class 14 Hit Points 138 (12d10 + 72) Speed 30 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 24 (+7) 18 (+4) 23 (+6) 6 (–2) 19 (+4) 9 (–1) Saving Throw Cha +3 Skills Deception +3 Damage Resistances bludgeoning, fire, piercing, slashing, thunder Damage Immunities acid, cold Condition Immunities blinded, deafened, exhaustion, prone, stunned Senses darkvision 60 ft., passive Perception 14 Languages Aklo, Common Challenge 10 (5,900 XP) Amorphous. The hulking proto-shoggoth can move through a space as narrow as 6 inches without squeezing. Explosive Ambush. When it attacks while masquerading in a stolen skin, the hulking proto-shoggoth rips out of the skin explosively, destroying the skin, as part of rolling initiative. It has advantage on its initiative roll when it begins combat this way. It also has advantage on attack rolls in the first round of combat when it begins combat this way. Consumption. The hulking proto-shoggoth can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside the creature, and takes 14 (4d6) acid damage at the start of each of the hulking proto-shoggoth’s turns. An engulfed creature can try to escape by using its action to make a DC 16 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the hulking proto-shoggoth. A creature within 5 feet of it can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 16 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. The hulking proto-shoggoth can hold one Medium or two smaller creatures inside it at a time. Keen Smell. The hulking proto-shoggoth has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The hulking proto-shoggoth has advantage on saving throws against spells and other magical effects. Regeneration. The proto-shoggoth regains 10 hit points at the start of its turn if it has at least 1 hit point. Spider Climb. The proto-shoggoth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The hulking proto-shoggoth makes two attacks with its pseudopods. Pseudopod. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage and 7 (2d6) acid damage and a Medium or smaller target is grappled (escape DC 16). Until this grapple ends, the target is restrained and can’t breathe or speak, and the proto-shoggoth can’t grapple another target. Masquerade. The hulking proto-shoggoth hollows out and inhabits the skin of a dead Large creature within 5 feet. If the corpse is no more than a few hours dead (or preserved in equivalent condition), the hulking protoshoggoth can use it to pass as the original creature with an additional +10 bonus on its Charisma (Deception) check. If the corpse has been dead for longer than a few hours but still has intact skin, the hulking proto-shoggoth can only effectively masquerade as an undead version of the creature.


98 Nightmares Human Paladin Though paladins can be of any alignment, representing gods both good and evil, it is the lawful good paladin, clad in shining armor and bearing the sigil of lawful good that most people associate with the title. In a cosmos where the Old Ones lurk in the shadows, and even the most innocuous of locations may hide evil cults or mad killers, the services of paladins are often needed desperately, making a holy warrior’s task demanding indeed. Human Paladin Medium humanoid (human), lawful good Armor Class 20 (plate, shield) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 13 (+1) 12 (+1) 14 (+2) 16 (+3) Saving Throws Wis +4, Cha +5 Skills Athletics +4, Insight +4 Condition Immunities disease Senses passive Perception 12 Languages Common Challenge 2 (450 XP) Spellcasting. The human paladin is a 3rd-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They have the following paladin spells prepared: 1st level (3 slots): bless, cure wounds, heroism, protection from evil and good, sanctuary, shield of faith Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Smite (Recharges after a Short or Long Rest). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 9 (2d8) radiant damage. If the target is a fiend or undead, the radiant damage increases by 1d8. Lay On Hands (3/Day). The paladin touches one creature, restoring up to 5 hit points to the target, curing the target of one disease, or neutralizing one poison affecting it.. Reactions Protection. When an ally within 5 feet of the human paladin is attacked by a creature the paladin can see, the paladin imposes disadvantage on that attack roll.


99 Nightmares


100 Nightmares Hunting Horror Bound Eremite Huge aberration, chaotic evil Armor Class 18 (natural armor) Hit Points 207 (18d12 + 90) Speed 40 ft., fly 70 ft. (hover) STR DEX CON INT WIS CHA 25 (+7) 20 (+5) 21 (+5) 17 (+3) 21 (+5) 20 (+5) Saving Throws Int +9, Wis +11 Skills Arcana +9, Perception +11, Yog-Sothothery +11 Damage Vulnerabilities radiant Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Damage Immunities lightning, poison Condition Immunities charmed, frightened, poisoned, prone Senses darkvision 120 ft., passive Perception 15 Languages Aklo, Common, telepathy 300 ft. Challenge 18 (20,000 XP) Innate Spellcasting (Psionics). The hunting horror-bound eremite’s innate spellcasting ability is Wisdom. They can innately cast the following spells, requiring no components At will: plane shift (self only), teleport (self only) Spellcasting. The hunting horror-bound eremite is an 18thlevel spellcaster. Their spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The hunting horrorbound eremite has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, poison spray, produce flame, resistance 1st level (4 slots): detect magic, fog cloud, lethargy of Tsathoggua (SPCM 106) 2nd level (3 slots): flaming sphere, gust of wind, heat metal, hold person, spider climb, spike growth 3rd level (3 slots): dispel magic, lightning bolt, meld into stone, protection from energy, wind wall 4th level (3 slots): blight, confusion, polymorph, stone shape, wall of fire 5th level (3 slots): conjure elemental, insect plague, passwall, transport to YondoSPCM, wall of stone 6th level (1 slot): move earth 7th level (1 slot): fire storm, reverse gravity


101 Nightmares 8th level (1 slot): earthquake 9th level (1 slot): shapechange, storm of vengeance Bound-Soul Resurrection. If the hunting horror-bound eremite has more than 1 hit point and suffers an attack that would reduce them to 0 hit points, they instead lose half of their remaining hit points (rounded up) unless the hit point loss was the result of a spell or effect that can affect multiple creatures. Gestalt Body. The hunting horror-bound eremite has advantage on Wisdom (Perception) checks and on saving throws against diseases, poisons, and being blinded, deafened, possessed, stunned, and knocked unconscious. Magical Attacks. The hunting horror-bound eremite’s weapon attacks are magical. Magic Resistance. The hunting horror-bound eremite has advantage on saving throws against spells and other magical effects. Mucus. The hunting horror form of the hunting horrorbound eremite’s eremite symbiont constantly weeps thick, foul mucus. When they land on a surface or end their turn without moving, the mucus swiftly spreads out in a 15-foot-radius circle on any solid surface directly below them. The surface is difficult terrain until the mucus hardens after 1 minute. When a creature other than a hunting horror or the hunting horror-bound eremite first enters the mucus or begins its turn on the mucus, the creature must succeed on a DC 15 Strength saving throw or become restrained. Creatures stuck in the mucus can take an action to move themselves 5 feet, or another creature within reach can move them 5 feet as an action. Regeneration. The hunting horror-bound eremite regains 20 hit points at the start of their turn if they have at least 1 hit point. Shared Consciousness. Through their symbiont, the hunting horror-bound eremite is connected to all other hunting horrors. Other hunting horrors in the same combat act on their initiative count. Sunlight Weakness. While in sunlight, the hunting horrorbound eremite has disadvantage on attack rolls, ability checks, and saving throws. Void Sight. Magical darkness doesn’t impede the hunting horror-bound eremite’s vision. Actions Multiattack. The hunting horror-bound eremite can use their Telepathic Barrage. They then make two attacks: one with their bite and one to constrict. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength or Dexterity saving throw (target’s choice) or be swallowed by the hunting horror-bound eremite’s symbiont. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the hunting horror-bound eremite, and takes 21 (6d6) acid damage at the start of each of the hunting horror-bound eremite’s turns. If the hunting horror-bound eremite takes 30 damage or more on a single turn from attacks made inside them, they must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of her. If they die, a swallowed creature is no longer restrained by the eremite and can escape from the corpse by using 20 feet of movement, exiting prone. Constrict. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the hunting horror-bound eremite can’t constrict another target. Telepathic Barrage.. The hunting horror-bound eremite psychically torments a target creature they can see within 90 feet, which must make a DC 19 Wisdom saving throw. On a failed save, it takes 21 (6d6) psychic damage, is stunned until the start of the hunting horror-bound eremite’s next turn, and automatically succeeds on saving throws against the hunting horror-bound eremite or any other hunting horror’s telepathic barrage for 24 hours. On a successful save, it takes half as much damage and its speed is reduced by 10 feet until the start of the hunting horror-bound eremite’s next turn. Legendary Actions The hunting horror-bound eremite can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The hunting horror-bound eremite regains spent legendary actions at the start of their turn. Cast a Cantrip. The hunting horror-bound eremite casts a cantrip. Cast a Spell (Costs 3 Actions). The hunting horror-bound eremite casts a prepared spell, using a spell slot as normal. Detect. The hunting horror-bound eremite makes a Wisdom (Perception) check.


102 Nightmares Kaiju A beast, giant, or humanoid of Huge size or smaller can become a kaiju. It must have a brain and an Intelligence score of at least 8. It keeps its statistics, except as follows. Challenge. The creature’s challenge rating increases to 6 or their current rating increases by 2, whichever is higher. Size. Kaiju can be Huge or smaller. Type. The creature is a construct. Hit Points. The kaiju’s Hit Dice are d12s; recalculate the creature’s hit points if necessary. If it had fewer than 18 Hit Dice, it instead has 18 Hit Dice. Speed. The kaiju’s base walking speed is 35 feet. Damage Resistances. The kaiju gains resistance to cold, lightning, poison, and radiant damage. Condition Immunities. The kaiju gains immunity to the exhaustion, paralyzed, petrified, and poisoned conditions. Senses. The kaiju has darkvision to 60 feet. Traits. Unless otherwise specified, the kaiju loses all class and racial traits that rely on its previous physical body, including the ability to cast spells with verbal or somatic components. New Trait: Death Throes. When the kaiju is reduced to 0 hit points, it explodes. Each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 44 (8d10) radiant damage and 18 (6d6) piercing damage on a failed save, or half as much damage on a successful one. Chassis There are three distinct chassis designs for the kaiju: Eldritch, Stalwart, and Rover. Each design has its own unique features as outlined below. Eldritch Slender, with fully articulated appendages, the eldritch is the most humanoid of the three chassis, sacrificing a portion of its armor and durability to allow the brain of a caster to retain the use of its spells and spell-like abilities (unlike the stalwart and rover). Its appendages are fully articulated for somatic components and it can voice the nuances and inflections of any language. The Elder Sign etched into its thorax serves equally well as an arcane or divine focus. Armor Class. The eldritch kaiju’s armor class is 15. Speed. The eldritch kaiju has a climbing speed of 30 ft. Ability Scores. Strength 18, Dexterity 13, and Constitution 16. It retains the pilot brain’s other ability scores. Trait: Eschew Components. Spells cast by the eldritch kaiju do not require material components. Trait: Atomic Conduit. Spells cast by the eldritch kaiju deal an additional 13 (2d12) radiant damage. New Action: Slam. Melee Weapon Attack: Attack bonus equals 4 + the creature’s Strength, Dexterity, or Charisma modifier, whichever is highest, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Stalwart Heavily armored with sensory arrays on all sides, the stalwart kaiju moves with a disconcertingly liquid gait that can bypass most obstacles natural or otherwise. Its domelike central mass is supported and propelled by countless metalo-organic pseudopods whose telescopic properties allow it to engage creatures at a distance. Armor Class. The stalwart kaiju’s armor class is 19. Ability Scores. Strength is 20, Dexterity 8, and Constitution 18. It retains the pilot brain’s other ability scores. New Trait: Freedom of Movement. The stalwart ignores difficult terrain, and magical effects can’t reduce its speed. New Trait: Toss. If the stalwart hits the same target with at least two tentacle attacks on its turn and the creature is Large or smaller, it may use a bonus action to throw the target 20 feet away from it. The thrown creature takes 7 (2d6) bludgeoning damage and is knocked prone. New Trait: Reactive. The stalwart can use a reaction once during each creature’s turn in combat. Multiattack. The stalwart makes three attacks with its tentacle per turn. New Action: Tentacle. Melee Weapon Attack: Attack bonus equals 4 + the creature’s Strength, Dexterity, or Charisma modifier, whichever is highest, reach 20 ft., one target. 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained. Rover The rover is purpose-built for reconnaissance, maximum maneuverability, and service as a battlefield irritant to its enemies. Its lower half is constructed of five equally spaced legs, each ending in a pad of prehensile tentacles that allow it to scale any surface. An omnidirectional sensor array sprouts from the center of its body mass, giving it excellent combat awareness. Armor Class. The rover’s armor class is 18. Speed. The rover’s walking speed is 45 ft Ability Scores. Strength 14, Dexterity 20, and Constitution 16. It retains the pilot brain’s other ability scores. New Trait: Heightened Senses. The rover has advantage on Perception checks. New Trait: Evasion. When the rover is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


103 Nightmares New Trait: Sneak Attack (1/Turn). The rover deals an extra 28 (10d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rover that isn’t incapacitated and the rover doesn’t have disadvantage on the attack roll. New Trait: Spider Climb. The rover can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. New Action: Bite. Melee Weapon Attack: Attack bonus equals 4 + the creature’s Strength, Dexterity, or Charisma modifier, whichever is highest, reach 5 ft., one target. 18 (2d12 + 5) piercing damage. Innate Casting. The rover can mimic the following spells via technological means. Its spellcasting ability is Intelligence. The following spells require no components. 3/day each: grease, mist of r’lyeh (SPCM 109), pass without trace


104 Nightmares Kicker Kickers are yet another horrible mi-go experiment gone very wrong. A disregarded attempt to amalgamate eldritch machinery with living tissue, both this creature and its brother, the biter, 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, constantly sprinting and using its tentacle to surprise its prey and trip them. Once a creature is knocked prone or restrained by a biter, the kicker will brutally stomp on what it believes are vital organs until it is certain its target is dead. This running horror looks like a butchered humanoid’s lower torso, with a pulsing lump at the waist that extends into a writhing, ever-searching tentacle appendage comprised of both wires and pallid flesh. Kicker Medium construct, chaotic evil Armor Class 12 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 8 (-1) 7 (-2) Damage Resistance Poison Skills blinded, charmed, exhaustion, frightened, poisoned Senses passive Perception 9 Languages – Challenge 2 (450 XP) Stomp. The kicker may use its bonus action to make a kick attack against a creature that is prone or restrained. If this attack hits a creature, it becomes stunned until the end of their next turn. Actions Multiattack. A kicker makes two kick attacks. Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning and the target must succeed on a DC 13 Dexterity saving throw or be knocked prone. Reactions Tentacle Trip. If a creature within 10 feet of a kicker attempts to move farther away from it, it may use its reaction to attempt to trip it with its tentacle. The target must succeed on a DC 11 Dexterity saving throw or be knocked prone and have its movement reduced to 0 for the rest of its turn.


105 Nightmares Lloigor, Dracoform Lloigor are the progeny of a god-like cosmic being that was the son of Hastur, the King in Yellow. Lloigor are vortices of living psychic power and are entirely invisible unless they deign to become physical, in which case they take the form of a giant serpent-like being. They are worshiped as gods themselves, often because they have psychically enslaved the races around them and physically transformed them into thralls. Lloigor often grow bored of their own immortality, invading and twisting others’ dreams and memories to provide entertainment and distractions for themselves. (Yiggub in particular maintains its physical form, preferring to die rather than end the battle by becoming insubstantial, though if attacked, it fights to defend itself with all its power.) Lloigor try to avoid driving lesser sentient beings mad when making psychic contact with them, so long as the conversation proves to be at least temporarily entertaining. However, once a lloigor perceives that it has been wronged, such as by an unwanted intrusion or a boring conversation, it will never stop seeking revenge until it has destroyed the mind and soul of the creature that roused its ire. In a direct conflict, a lloigor takes a corporeal form that vaguely resembles a hideous, wingless dragon. It prefers to use its psychic powers to turn its enemies against themselves and revels in watching families tear each other apart. Beyond its ability to dominate a creature’s mind, the lloigor’s telekinesis and its mighty claws and teeth make it as deadly as any apex predator. Some lloigor truly do rival the power of lesser gods in the order of cosmic chaos. This massive creature has a long, serpentine body accented by oozing green pustules and protected by heavy scales that seem to reflect light. From the top of its whip-like physique sprout bony spikes, and from the sides of its tails extend six, three-clawed arms of varied lengths. It possesses eight yellow eyes, four on either side of its head, and its grotesque almost-humanoid mouth is crammed full of large, flat, yellowed teeth.


106 Nightmares Lloigor, Dracoform Huge aberration, neutral evil Armor Class 19 (natural armor) Hit Points 225 (18d12 + 108) Speed 20 ft., fly 80 ft., swim 80 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 22 (+6) 22 (+6) 18 (+4) 23 (+6) Saving Throws Dex +5, Con +11, Wis +9 Skills Insight +14, Perception +9, Yog-Sothothery +14 Damage Immunities cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, grappled, poisoned, prone, stunned Senses truesight 120 ft., passive Perception 14 Languages all, telepathy 3 miles Challenge 16 (15,000 XP) Legendary Resistance (3/day). If the lloigor fails a saving throw, it can choose to succeed instead. Potent Telepathy. If a creature communicates telepathically with the lloigor, the lloigor learns the creature’s greatest desires, fears, and regrets. The lloigor may also cast the dream spell at will on the creature (requiring no components). Actions Multiattack. The lloigor uses Enslave if it is able. It then makes three attacks: one with either its bite or its tail, and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10+6) piercing damage plus 10 (3d6) psychic damage, and the lloigor regains hit points equal to the psychic damage the creature takes. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, and the target is grappled and restrained (escape DC 16). Enslave (3/Day). The lloigor targets one creature it can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the lloigor until the lloigor dies or is on a different plane of existence from the target. The charmed target is under the lloigor’s control and can’t take reactions, and lloigor and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw; on a success, the effect ends and the lloigor may not use Enslave on the same target for one hour. If the target remains charmed by the lloigor for longer than 24 hours, that creature transforms into a thrall (see Lloigor Thrall template, page 53) and can only return to its original form and be freed from the lloigor’s control if the lloigor wills it so. If the lloigor dies, the thrall also dies and cannot be revived by any means short of a wish spell or divine intervention. Legendary Actions A lloigor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A lloigor regains spent legendary actions at the start of its turn. Detect. The lloigor makes a Wisdom (Perception or Insight) check. Claw Attack. The lloigor makes one attack with its claw. Crush (Costs 2 Actions). One creature grappled by the lloigor must make a DC 16 Strength saving throw, taking 27 (6d8) bludgeoning damage on a failed save, and half as much on a successful one. Lair Actions When fighting inside its lair, a lloigor can amplify its psychic powers to take lair actions. On initiative count 20 (losing initiative ties), the lloigor takes a lair action to cause one of the following effects. ◊ The lloigor casts phantasmal killer (no components required, spell save DC 21) on one creature it can see within 60 feet of it. While maintaining concentration on this effect, the lloigor can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the lloigor’s phantasmal killer lair action for the next 24 hours. ◊ A methane current appears at a point within 30 feet of the lloigor that it can see and lasts until the lloigor takes another lair action. The current is 10 feet wide and 60 feet long. Moving against the current halves a creature’s speed, while moving with the current doubles a creature’s speed. Creatures without a swimming speed who enter the current or start their turn there must make a successful DC 16 Strength (Athletics) check; on a failed check, their movement speed is reduced to 0 until the


107 Nightmares Lloigor Thrall Template Any aberration, beast, giant, humanoid, or monstrosity with a CR of 7 or less can become a lloigor thrall. It keeps its statistics, except as follows. Challenge. The creature’s challenge rating increases by 1 when it becomes a thrall. Condition Immunities. The thrall becomes immune to all charm, fear, and madness effects that come from sources other than the lloigor. Senses. The thrall gains Blindsight 30 feet while it is in the lloigor’s lair. Speed. The thrall moves sluggishly and aimlessly. All its movement speeds are reduced by 10 and it cannot fly. Ability Scores. Increase the thrall’s Strength by 2. New Trait: Vicious Zealotry. The thrall has advantage on attacks against creatures that it has already dealt damage to. New Trait: Death Wail. When the thrall is reduced to 0 hit points or killed, it screams out in pain from being disconnected from its master. All creatures that can hear the scream must make a successful DC 10 Charisma saving throw or be paralyzed until the end of their next turn. end of their turn and they are pushed backward 30 feet toward the end of the current. ◊ A cloud of jet-black ink swirls about in a 20-ft radius sphere centered on a point the lloigor can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects The entirety of the cavern system is considered the lloigor’s lair and it has near perfect control over objects within. The control gives it a limited form of omniscience as it “reads” the movements of even the smallest grain of sand to detect intruders. As a result, the lloigor knows the location of the party at virtually all times and uses its considerable telekinetic abilities to harass them at the most inopportune times. The lloigor has the following effects at its disposal. ◊ Pervasive Lassitude. While within the lloigor’s cavern, creatures cannot reduce their levels of dread by non-magical means. ◊ Obscuring sediment. A cloud of churning sediment lifts from the ground, filling a 20-foot sphere of liquid. The cloud forms over 1d4 rounds, and once dismissed disperses over the same time period. The cloud is heavily obscured and difficult terrain. ◊ Rockslides. Rocks, pebbles, and detritus are precariously balanced high on the walls throughout the cavern. Creatures near the walls or moving between rooms risk placing themselves in harm’s way. The rocks are not large enough to inflict damage, though they can impede progress or alert nearby creatures of stealthy intruders; creatures have disadvantage on Stealth checks in proximity to the walls and if a creature uses a Dash action or is hit by an attack while adjacent to a wall, it creates a 5-ft square of difficult terrain in that space.


108 Nightmares Mark IX Vigil The Mark IX Vigil is one of the zepzeg’s newest technological designs. Though at first glance, they appear to be armed only with a vibrating blade coursing with electricity, the android foot soldier is far more dangerous than it appears. It proves more than a match for martial artists from most civilizations. The newest zepzeg vigil soldier deploys both kinetic and magical fields that absorb energy and charge the construct’s more potent weapons. It takes a quick-thinking and adaptive fighter to realize, before it’s too late, that the more force they bring down upon the Mark IX Vigil, the less damage they inflict. This construct is vaguely humanoid in shape, with two arms and two legs but twice as many joints and fingers on their appendages as a typical humanoid. Its shiny metallic body is constructed from a vibrant alloy that changes color with the hue of light it reflects. A crown of blinking red lights encircles the top of the construct’s head, and an occasional arc of white electricity shoots down across its body. Mark IX Vigil Medium construct, unaligned Armor Class 16 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft., fly 15 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 8 (–1) Skills Insight +6, Perception +6 Senses passive Perception 16 Languages Common, Zepzeg Challenge 4 (1,100 XP) Kinetic Absorption. The Mark IX Vigil only takes a maximum of 2 damage from weapon attacks. Additionally, if a weapon attack would have done more than 15 damage, the Mark IX Vigil takes no damage and immediately recharges its Blade Storm. Magic Absorption. The Mark IX Vigil only takes a maximum of 3 damage from spells. Additionally, if a spell attack would have done more than 20 damage, the Mark IX Vigil takes no damage and immediately recharges its blade whirlwind or micro missiles(GM’s choice). Actions Blade Whirlwind (can only be used once per each time it is charged). The Mark IX Vigil moves up to 15 feet without provoking an opportunity attack. All creatures within 5 feet of the Vigil at any point during its movement must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) slashing damage. Micro Missiles (can only be used once per each time it is charged). All creatures of the Mark IX Vigil’s choice within 30 feet must make a DC 16 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save and have as much damage on a successful one. Shocking Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 +3) slashing damage and 5 (1d10) lightning damage. If the target is wearing metal armor, it takes twice as much lightning damage.


109 Nightmares Martian Dreamlands Cat Hailing from the barren deserts of the red planet, Martian Dreamlands cats’ toughness reflects their harsh environment. They are powerful leapers, fast runners, and fierce hunters, making optimal use of their six limbs. Like other Dreamlands cats, they are intelligent beasts that pass between the waking world and the Dreamlands, living complex lives and exploring their worlds with preternatural curiosity. This roaring, red-furred feline has six muscular limbs and powerful jaws lined with dagger-like teeth. Martian Dreamlands Cat Medium beast, any alignment Armor Class 12 Hit Points 19 (3d8 + 6) Speed 50 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+1) 15 (+2) 14 (+2) 9 (–1) 12 (+1) 13 (+1) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Cat, understands but can’t speak one other language Challenge 1 (200 XP) 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 all. Resurrections from other methods (such as via a raise dead spell or other powerful magic) do not count against this limit. Pounce. If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action. Astounding Leap. The cat’s long jump is 30 feet and its high jump is 15 feet, with or without a running start. The cat doesn’t provoke opportunity attacks when it jumps out of an enemy’s reach. Actions Multiattack. The cat makes four claw attacks. If it hits the same creature with at least two claw attacks, it can make a bite attack against that creature as a bonus action this turn. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 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 when the group Moon Jumps, 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 within 1 mile of where it departed that body.


110 Nightmares Messenger of Bastet When a feline follower of Bastet dies in battle, it may be chosen by its goddess for a singular honor—to continue to serve her in death. Messengers of Bastet resemble mummified and wrapped cats, often with runes or decorations fancifully painted on their bandages, and decorated with exquisite jewelry. These messengers act as go-betweens, bearing messages to and from the goddess, and aiding the heroes of both the Dreamlands and the waking world in their battles against Bastet’s enemies, especially the evil Yig and his serpentine minions. Like Bastet, her messengers are occasionally amused by individual mortals and would rather not see them enslaved by the servants of Yig, or other Old Ones. Like other Dreamlands cats, messengers of Bastet can move between worlds with ease and even carry small objects on their journeys. This mummified cat is tightly swathed in spellscribed bandages and bears a gold and carnelian collar with a scarab amulet. The serene face painted on her linen coverings belies the desiccated mouth and claws peeking out from her wraps.


111 Nightmares Messenger of Bastet Tiny undead, chaotic neutral Armor Class 13 (natural armor) Hit Points 59 (17d4 + 17) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (−4) 15 (+2) 12 (+1) 11 (+0) 17 (+3) 13 (+1) Saving Throws Wis +5 Skills Perception +5, Stealth +4 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Cat Challenge 3 (700 XP) Spellcasting. The messenger of Bastet is a 5th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They have the following cleric spells prepared: Cantrips (at will): light, resistance, sacred flame, spare the dying 1st level (4 slots): bane, inflict wounds, protection from evil and good, sanctuary 2nd level (3 slots): lesser restoration, protection from poison 3rd level (2 slots): magic circle, remove curse Innate Spellcasting. The messenger of Bastet’s innate spellcasting ability is Wisdom (spell save DC 13). They can innately cast the following spells without, requiring no material components: At will: detect evil and good, detect poison and disease, thaumaturgy 1/day each: dream, enhance ability (Cat’s Grace), locate creature, pass without trace 1/week each: bestow curse, dream guide (SPCM 101) Cat’s Landing. The messenger of Bastet takes no bludgeoning damage from falling and always land on their feet. Dreamlands Travel. The messenger of Bastet can physically travel to the Dreamlands via a hidden Gate of Slumber. They instinctively know where the nearest Gate of Slumber is. They can take worn or carried objects smaller than themselves with them into the Dreamlands. Evasion. If the messenger of Bastet is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. Keen Smell. The messenger of Bastet has advantage on Wisdom (Perception) checks that rely on smell. Nine Unlives. If the messenger of Bastet is destroyed, their mind and consciousness instantly return to the Dreamlands, where they re-form in a new undead body after 1d3 days of rest. They can then return to the waking world. They can use this feature up to eight times. Resurrection magic such as the raise dead spell has no effect on them.. Undead Fortitude. If damage reduces the messenger of Bastet to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the messenger of Bastet drops to 1 hit point instead. Actions Multiattack. The messenger of Bastet makes two attacks: one with their bite and one with their claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 11 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 7 (2d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 7 (2d6) necrotic damage.


112 Nightmares Mi-Go Mi-go are alien fungal creatures that dwell in many sectors of space, including the Dark World Yuggoth. They are known for their extensive expertise with genetic manipulation and brutal surgeries. Mi-Go Drone Mi-go drones are far less advanced than many of their species and have been genetically modified to act as a labor force for the mi-go society. While they are each technically a unique creature, their breeding has been purposefully designed to limit their intelligence. They are obedient and simple-minded, going about their tasks efficiently but without much ability to problem solve should a situation go awry. This large, many-jointed fungoid creature has crustacean pincers and tentacular bristles covering its featureless face. A pair of batlike wings spin like a fan, allowing it to hover off the ground. Mi-Go Drone Large plant, neutral evil Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 4 (-3) 12 (+1) 12 (+1) Skills Athletic +4 Damage Resistances fire Damage Immunities cold Condition Immunities exhaustion Senses blindsight 15 ft, darkvision 60 ft., passive Perception 11 Languages Mi-Go Challenge 1 (200 XP) Built to Endure. Mi-go drones have been bred and designed for relentless endurance and the ability to carry heavy loads long distances. A mi-go drone counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Actions Pincers. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10+2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained. The drone can only grapple a total of two creatures at once this way.


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114 Nightmares Mi-Go Scholar Mi-go scholars lack the genetic and magical modifications of the deadlier members of their species but are just as intelligent as most other mi-go. They busy themselves with research and learning as much as they can about a wide variety of subjects—information they share with their leaders. They prefer to avoid combat when possible, but the flowery blooms that cover their brainy form provide a dangerous defense mechanism in the form of hallucinogenic spores that can cause their attackers to turn on their allies, or themselves. This large brain is covered in fungus and weird, multicolored flowers in various stages of bloom. Four wings of wrinkled alien flesh sprout from the brain’s stem and at the tip of each wing is a crustacean pincer the length of a humanoid forearm. Mi-Go Scholar Medium plant, neutral evil Armor Class 14 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft., fly 20 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 20 (+5) 16 (+3) 17 (+3) Skills Arcana +9, Insight +5, Medicine +7, Perception +5, Yog-Sothothery +9 Damage Resistances fire Damage Immunities cold Senses blindsight 15 ft, darkvision 60 ft., passive Perception 15 Languages Aklo, Common, Mi-Go, and any other 3 languages Challenge 1 (200 XP) Unearthly Focus. Once per turn, when a mi-go scholar makes a skill check, it can forego its roll and treat the result as a 10 plus its skill modifier. Actions Pincers. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage and the target must succeed on a DC 14 Dexterity saving throw or be grappled (DC 12). Reactions Spore Burst. When the mi-go scholar takes bludgeoning, piercing, or slashing damage, it can release a cloud of spores. Each non-plant creature within 5 feet of the mi-go must succeed on a DC 12 Constitution saving throw or become confused (as the spell confusion) until the end of their next turn. A creature that triggered this reaction has disadvantage on this saving throw.


115 Nightmares Mi-Go Warlock Mi-go warlocks are the pinnacle of mi-go evolution and among their society’s most powerful members. Their ability to channel devastating magic to manipulate or destroy their enemies is contested by few races and magic-users across the cosmos. Most warlocks were once of the scholar caste but no longer busy themselves with such mundane work as research. They contemplate the greater mysteries of the cosmos and actively resent when a situation calls for them to do something as distasteful as reveal their true power. In combat, mi-go warlocks are extremely intelligent foes who use their allies’ and environment’s strength in conjunction with their manipulative magic. They unleash their most destructive spells only when the perfect opportunity presents itself, or when they are in true danger of dying. This massive brain sprouts long vines smothered in a rainbow of alien flowers. At the center of each bloom is an ever-whispering, lipless, humanoid mouth. Six wings covered in fungus stretch from entity’s brain stem, each the span of a large bird of prey. Mi-Go Warlock Medium plant, neutral evil Armor Class 14 (natural armor) Hit Points 99 (18d8 + 18) Speed 10 ft., fly 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 20 (+5) 16 (+3) 17 (+3) Saving Throws Int +9, Cha +7 Skills Arcana +9, Insight +7, Medicine +7, Perception +7, Yog-Sothothery +9 Damage Resistances fire; damage from spells and magical effects Senses blindsight 30 ft, darkvision 60 ft., passive Perception 17 Languages Aklo, Common, Mi-Go, and any other 3 languages Challenge 12 (8,400 XP) Bend Space. When the warlock damages a target with a spell, the target must make a DC 16 Charisma saving throw. On a failed save, the target teleports to an unoccupied space of the warlock’s choice that it can see and that isn’t hazardous to the target. Ultimate Evolution. Once per turn, when the warlock makes a saving throw, it can make an Intelligence saving throw instead. Innate Spellcasting. The warlock’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells without material or somatic components: At will: bestow curse, levitate, mage armor, suggestion 2/day each: charm monster, confusion, disintegrate, hold person, teleport, wave of oblivion Actions Multiattack. The warlock makes three vine whip attacks. Vine Whip. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 20 (4d8+2) bludgeoning damage and the target must succeed on a DC 16 Dexterity saving throw or become grappled and restrained (escape DC 16). The warlock can only restrain up to six targets at any given time. Reactions Counterspell. The warlock knows counterspell, which it can cast as a reaction.


116 Nightmares Naked Ice Borer Looking into the blood-soaked hole, you see something like a rat with grey scales instead of fur. A red, bony crest stretches almost from nose to neck. It looks up, with a chunk of flesh in its jaws. A fang-filled mouth gives a hissing growl, and the crest begins to glow with incredible heat! It scuttles away, and dives through a wall of ice, melting a hole with ease like a person would poke a hole in loose sand. The glacius rat is a carnivorous rodent-like creature that thrives in arctic climes, burrowing through the ice using the heat-generating crest on its head. This crest sublimates the ice, turning it from solid ice directly into water vapor. Icy Ambushers The glacius rat’s crest is also used in hunting. Burrowing beneath its prey, the rat heats the ice to slush, causing the prey to sink and be torn apart by the rat’s razor-sharp teeth. A single glacius rat can ambush creatures of Medium-size or smaller. A pack of 4-8 glacius rats can attack Huge-sized or smaller creatures. Matriarchal Society A glacius rat cluster consists of up to fifteen members, including a matriarch, the largest and strongest female, who oversees her cluster’s health, leading them on hunts, nursing newborn cubs, caring for the injured, and aiding in defense. A matriarch is also responsible for culling the cluster, removing the old, feeble, and infirm, thus keeping the population down to prevent starvation. Matriarchs serve until slain by younger rivals, who then take their place. Glacius Rat (Naked Ice Borer) Small beast, unaligned Armor Class 12 Hit Points 7 (2d6) Speed 30 ft., burrow 30 ft.. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages – Challenge 1/4 (50 XP) Heated Body (Head). A creature that touches the head of the glacius rat or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage. Ice Walk. The galcius rat can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. Keen Smell. The glacius rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The glacius rat has advantage on attack rolls against a creature if at least one of the glacius rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The glacius rat makes two attacks: one with its claws and one with its bite. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Slush Snare. Each turn, a glacious rat that is using its burrow movement can melt a 5-foot cube of ice to a slushy consistency. These melted areas are treated as quicksand (see DMG, p. 110). Creatures who are restrained in the slush are then attacked by any nearby glacious rats. Creatures trapped in the slush for a number of rounds greater than their Constitution score also suffer the effects of frigid water (see DMG, p. 110).


117 Nightmares Glacius Rat Matriarch (Naked Ice Borer Matriarch) Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 16 (3d8 + 3) Speed 30 ft., burrow 30 ft STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 6 (-2) Senses darkvision 60 ft., passive Perception 10 Languages – Challenge 1/2 (100 XP) Heated Body (Head). A creature that touches the head of the glacius rat matriarch or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage. Ice Walk. The glacius rat matriarch can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. Keen Smell. The glacius rat matriarch has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The glacius rat matriarch has advantage on an attack roll against a creature if at least one of the glacius rat matriarch’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The glacius rat makes two attacks: one with its claws and one with its bite. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Slush Snare. Each turn, a glacious rat matriarch that is using its burrow movement can melt a 5-foot cube of ice to a slushy consistency. These melted areas are treated as quicksand (see DMG, p. 110). Creatures who are restrained in the slush are then attacked by any nearby glacious rats. Creatures trapped in the slush for a number of rounds greater than their Constitution score also suffer the effects of frigid water (see DMG, p. 110).


118 Nightmares Neophyte of Ghat The young neophyte priests of Ghat wear simple brown robes adorned only with their holy symbol: the familiar outline of Kaza itself. They are friendly and eager to discuss the tenets of their faith with the curious. Their rites revolve around propitiating the fiery mountain and giving thanks for its fertile volcanic soils. Unwitting Pawns. None but the highest ranks of their order know that the priesthood of Ghat is a front for the sinister Cult of Ghatanothoa, the Great Old One of natural disasters and living sacrifices. If any of the neophytes suspect that things are not entirely as they seem, they bury their unease beneath a façade of normalcy—a behavior almost second nature to the inhabitants of Farzeen. Neophyte of Ghat Medium humanoid (any), any alignment Armor Class 12 Hit Points 16 (3d8+3) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1) Skills Perception +4, Religion +4 Senses passive Perception 14 Languages Common Challenge 1/4 (50 XP) Single Minded. The neophyte has advantage on saving throws against fear effects. Spellcasting. The neophyte is a 1st-level spellcaster and Wisdom is their spellcasting ability (spell DC 12, +4 to hit with spell attacks). They know the following spells: Cantrips (at will): light, mending, sacred flame 1st level (two slots): command, lethargy of Tsathoggua (SPCM 106) ACTIONS Shortsword. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.


119 Nightmares Nohestan The nohestan is a massive, primeval dinosaur-eating snake. This 40-foot serpent has scales of solid bronze that protect it from the spikes and teeth of its adversaries. The nohestan has also developed a unique method of hunting, using both its venomous bite and its powerful, constricting coils to subdue and kill the mighty beasts that it feeds upon. This massive snake is covered with a gleaming coat of bronze scales. It is as big around as a stout tree and just as long. When it hisses, it reveals scimitar-like fangs dripping with potent venom. Nohestan Huge monstrosity, unaligned Armor Class 18 (natural) Hit Points 149 (13d12 + 65) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 20 (+5) 4 (–3) 13 (+1) 4 (–3) Saving Throws Wis +5 Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses passive Perception 15 Languages – Challenge 9 (5,000 XP) Actions Multiattack. The nohestan uses its mesmerizing gaze, then makes two attacks: one bite and one constrict. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 19 (3d8 + 6) piercing damage and 11 (2d10) poison damage, and the target must make a DC 17 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 24 (4d8 + 6) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained and the snake can’t constrict another target. Mesmerizing Gaze. The nohestan fixes its gaze on one creature it can see within 300 feet of it. If the target can see, they must succeed on a DC 13 Charisma saving throw or become charmed and restrained until the beginning of the nohestan’s next turn. The nohestan can maintain its gaze on the same target as a bonus action, extending the effect for 1 round each time it does so; the creature gets a new saving throw to end the effect. Reactions Wall of Bronze Coils. The nohestan adds 3 to its AC against one weapon attack that would hit it. To do so, the nohestan must see the attacker.


120 Nightmares Phagus The phagus is one of the mi-go and greys’ bioengineering experiments gone well: a dangerous and extremely aggressive predator that is very responsive to the control mechanisms that have been implanted into its brain. The phagus will respond to the orders of greys or mi-go and has enough intelligence to comprehend chain of command. In combat, it throws itself at the most physically challenging enemy nearby, relying on its heavy armor and deadly claws to overcome its prey. Even when it is surrounded by foes, it focuses all its attacks on one creature at a time, seeking to rip them apart as quickly as it can. After killing its prey, the phagus uses its claws to saw off their skull or other protections before it absorbs and feeds off their cranial fluids with its hairlike follicles. The abomination is the size of a pony with an insectoid head, a body covered in thick plates of chitin, and six tentacled appendages that end in viciously sharp talons. Protruding six-to-twelve inches out of its monstrous head are hundreds of hairlike follicles that move in opposing directions, constantly searching. Phagus Medium construct, unaligned Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 16 (+3) 8 (-1) 11 (+0) 9 (-1) Saving Throws Str +6, Con +5 Skills Athletics +6 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Mi-go Challenge 4 (1,100 XP) Actions Multiattack. The phagus makes three attacks with its claws. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Reactions Withdraw. When a creature attacks the phagus, it draws its head into its exoskeleton to protect itself, giving it a +4 bonus to AC against that attack.


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122 Nightmares Phorid Fly, Giant The giant phorid flies of Farzeen are hump-backed, grow to the size of cats, and have a habit of rapidly fleeing from predators. The ghouls of Farzeen have succeeded in breeding the flies to an enormous size and to serve the dual purpose of watchdog and emergency food supply. Emergency Rations. In times of extreme hunger, the tunnel-dwelling ghouls harvest the larval maggots of the phorid flies for sustenance. Most ghouls find the maggots extremely distasteful. Watchdogs for Ghouls. When riled up by predators, adult phorid flies vibrate their wings to produce a loud, echoing buzz that the ghouls have learned to associate with intruders. Phorid Fly, Giant Tiny beast, unaligned Armor Class 13 Hit Points 7 (2d4 + 2) Speed 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 15 (+2) 3 (-4) 6 (-2) 3 (-4) Skills Perception +0 Senses darkvision 60 ft., passive Perception 10 Languages – Challenge 1/4 (50 XP) Keen Smell. The giant phorid fly has advantage on Wisdom (Perception) checks that rely on smell. Vibrating Echo. Each round during which the giant phorid fly takes a Move or Attack action, its buzzing wings produce a sound that echoes loudly in caverns. All creatures within 120 feet of the fly can hear this sound. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The target must also succeed on a DC 11 Constitution saving throw or be afflicted with sewer plague. Phorid Fly, Swarm Large swarm of tiny beasts, unaligned Armor Class 13 Hit Points 52 (7d10+14) Speed 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 3 (-4) 6 (-2) 6 (-2) Skills Perception +0 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 10 Languages – Challenge 3 (700 XP) Keen Smell. The phorid fly swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Vibrating Echo. At the end of phorid fly swarm’s turn, its buzzing wings produce a sound that echoes loudly in caverns. All creatures within 120 feet of the fly can hear this sound. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target must also succeed on a DC 12 Constitution saving throw or be afflicted with sewer plague.


123 Nightmares Priest of Ghatanothoa This priest is clad in heavy brown robes adorned with fiery orange eldritch symbols of Ghatanothoa. The studded leather and sheathed sword peeking out from beneath the robes suggest that these cultists are ready to fight for their faith. Underground Cultists. The hidden power behind the Priesthood of Ghat, priests of Ghatanothoa are fanatic cultists of the Great Old One of natural disasters and living sacrifices. Since the dread mummifier moved from its prison overlooking the sunken land of Mu to its new home deep beneath Kaza, these devotees of destruction have secretly worked to bring about Ghatanothoa’s return. Priest of Ghatanothoa Medium humanoid (any), any evil Armor Class 14 (studded leather) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 12 (+1) Skills Intimidation +3, Perception +7, Religion +2 Senses passive Perception 17 Languages Common Challenge 3 (700 XP) Dark Devotion. The priest has advantage on saving throws against being charmed or frightened. Magical Adept (1/day). As a bonus action, the priest may regain an expended spell slot. Spellcasting. The priest is a 5th-level spell caster and Wisdom is their spellcasting ability (spell DC 14, +6 to hit with spell attacks). The priest knows the following spells: Cantrips (at will): chill touch, light, sacred flame, thaumaturgy 1st level (4 slots): bane, command, inflict wounds, lethargy of Tsathoggua (SPCM 106), 2nd level (3 slots): enhance ability, hold person, silence 3rd level (2 slots): song of Hastur ( SPCM 114), spirit guardians ACTIONS Multiattack. The priest makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


124 Nightmares Priest of Light Priests of light are devoted to their local temples and communities, providing light, wisdom, healing and guidance to those in need, and helping to defend against outside enemies. Devoted to the cause of good, priests of light often provide their services to adventurers, especially if they are investigating or pursuing evil cults, necromancers, or the servants of the Old Ones. Domniku – Elder Priest of Light Medium humanoid (human), neutral good Armor Class 13 (studded leather) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 14 (+2) 18 (+5) 18 (+4) 14 (+2) Saving Throws Wis +6, Cha +4 Skills Insight +6, Religion +9, Yog-Sothothery +6 Senses passive Perception 14 Languages Common Challenge 4 (1,100 XP) Searing Radiance. When casting sacred flame, the priest of light adds their Wisdom modifier to the damage dealt on a hit.. Spellcasting. The priest of light is an 8th-level spellcaster. Their spellcasting ability is Wisdom (spell cave DC 14, +6 to hit with spell attacks). They have the following cleric spells prepared: Cantrips (at will): guidance, light, resistance, sacred flame, spare the dying 1st level (4 slots): bless, cure wounds, detect poison and disease, faerie fire, healing word, lethargy of Tsathoggua (SPCM 106), protection from evil and good, shield of faith 2nd level (3 slots): aid, enhance ability, lesser restoration, prayer of healing 3rd level (3 slots): beacon of hope, create food and water, daylight, green decay (SPCM 104), mass healing word, remove curse, sending 4th level (2 slots): death ward, divination, guardian of faith Actions Morningstar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.


125 Nightmares Priestess of Bastet These powerful devotees of the cat goddess spend days looking after the cats of the temple and tending the catacombs of cat mummies beneath it. The priestess’ demeanor is very much like that of the cats they spend so much time with, lending them an air of casual aloofness that belies a caring nature. Bastets’ priestesses are devoted foes of Yig and the serpentfolk, and many commune with their goddess in dreams. This dark-skinned woman wears fine white robes and gold bangles. She looks at once relaxed and poised, a regal bearing which matches that of the cats she cares for. Priestess of Bastet Medium humanoid (human), neutral Armor Class 12 Hit Points 121 (22d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 9 (–1) 15 (+2) 13 (+1) 13 (+1) 18 (+4) 17 (+3) Saving Throws Wis +7, Cha +6 Skills History +4, Religion +4 Damage Resistances poison Senses passive Perception 14 Languages Common, Cat Challenge 7 (200 XP) Spellcasting. The priest of Bastet is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). They have the following cleric spells prepared: Cantrips (at will): guidance, resistance, sacred flame, spare the dying, thaumaturgy 1st level (4 slots): bless, cure wounds, detect poison and disease, guiding bolt, healing word 2nd level (3 slots): aid, enhance ability (Cat’s Grace), prayer of healing, protection from poison 3rd level (3 slots): beacon of hope, mass healing word, protection from energy 4th level (3 slots): death ward, freedom of movement, guardian of faith 5th level (2 slots): greater restoration, mass cure wounds 6th level (1 slot): heal Divine Strike (1/Turn). When the priest of Bastet hits a creature with a weapon attack, they can cause the attack to deal an extra 1d8 necrotic damage. Actions Multiattack. The priest of Bastet makes two melee or two ranged attacks. Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


126 Nightmares Ratbatspider Ratbatspiders are horrors designed by the migo’s biomagical technology to be a sort of oversized, arachnid hunting dog. Their hide provides a fair amount of protection, and they are notoriously difficult to kill, often continuing to attack after having been hewn in half or losing most of their limbs. While not very intelligent, ratbatspiders are capable trackers that tend to hunt in pairs or small packs, surrounding their foes and focusing on one at a time until they are dead. This scuttling, wolf-sized horror has the wings of a bat, the furry four-legged body of a rodent, and a large, arachnid head with dozens of hungry, gleaming eyes. Two rows of pincers extend from its head, dripping with a smoking, green ichor. Ratbatspider Large construct, unaligned Armor Class 16 (natural armor) Hit Points 120 (16d10 + 32) Speed 30 ft., climb 30 ft., fly 10 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 7 (-2) 8 (-1) 10 (+0) Saving Throws Str +2, Dex +6 Skills Perception +3, Survival +3 Damage Resistance bludgeoning, piercing, and slashing attacks that aren’t adamantine Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Mi-go but can’t speak Challenge 5 (1,800 XP) Pack Tactics. The ratbatspider has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The ratbatspider makes two attacks with its princers. Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage plus 5 (1d10) poison damage.


127 Nightmares Ravager Ghoul The pallid grey skin of this muscular brute barely contains its lumpy bulk. Grown strong and powerful after subterranean feasts, this ghoul has become bold and aggressive. It advances menacingly with bared teeth and extended claws, ready and eager to kill again. Ravager Ghoul Medium monstrosity, chaotic evil Armor Class 16 (breastplate) Hit Points 85 (10d8+40) Speed 30 ft., burrow 10 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 7 (-2) Skills Athletics +6, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Ghoul Challenge 3 (700 XP) Psychic Feast. The ghoul can feed for 1 minute on the corpse of a humanoid or monstrosity with flesh at least 24 hours dead to absorb some of the lingering traces of memory and knowledge that the creature possessed in life. This adds a +1 bonus on a skill of the ghoul’s choice that the creature was proficient in. The ghoul gains only one bonus from any given corpse. At the GM’s discretion, a particularly ancient corpse might grant a larger bonus or a bonus to more than one skill. The ghoul can maintain three separate bonuses. If it uses this trait when it already has the maximum number of bonuses, it must forget one of the current bonuses in order to replace it with one from the new corpse. Grave Nose. The ghoul has advantage on Wisdom (Perception) checks that rely on smell to notice or recognize corpses, decaying things, meat, and undead creatures. Inured to Disease. The ghoul is immune to nonmagical diseases and has advantage on saving throws against magical diseases. Reckless. At the start of its turn, the ravager ghoul can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Scrounger. The ghoul has advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find objects in rubble or undergrowth, buried, or otherwise hidden from view. ACTIONS Multiattack. The ravager ghoul makes two attacks: one with its bite and one with its claws or two with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the ravager ghoul hits with both claw attacks, it may use a bonus action to make a bite attack on the target.


128 Nightmares Recon Walker Recon walkers are much smaller and faster than the more common walkers. Like their kin, they are the result of advanced mi-go bio-engineering experiments. Recon walkers are extremely adaptable to many environments and highly intelligent. They are deft at using wounding strikes with their pincers to slow down any enemies and use their extreme mobility to confuse, disable, kill, and, when necessary, escape. The mi-go rely on them deliver reports of what they have seen of their foes. This quadrupedal creature’s metallic body is covered in strange, mutated fungal caps and eldritch devices of an unknowable purpose. It has crablike legs that end in powerful pincers that clack loudly with each of its long steps. Recon Walker Small construct, unaligned Armor Class 16 (natural armor) Hit Points 43 (10d6 + 10) Speed 45 ft., climb 45 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 8 (-1) 12 (+1) 5 (-3) Skills Perception +5, Stealth +8 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Mi-Go Challenge 2 (450 XP) Evasive Tactics. The walker has advantage on saving throws against attacks that it can see. When the walker succeeds on a saving throw to reduce the damage of a spell or other effect, the walker takes no damage (even if it normally would) and may immediately use its reaction to move up to 20 feet without provoking an opportunity attack. ACTIONS Multiattack. The walker makes three attacks with its pincers. Pincers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target is slowed until the end of its next turn. If the walker hits a target with this attack, it may immediately move up to 10 feet without provoking an opportunity attack.


129 Nightmares Riding Croc “Riding croc” is a catch-all term for several large terrestrial predecessors of the modern crocodile. These crocodiles have upright gaits that let them walk on land without dragging their bellies. Their thick snouts—more closely resembling a tyrannosaurus’s than an alligator’s—let them hunt prey on land. With their scaly armor and toothy maws, riding crocs make ideal battle mounts for intelligent reptilians like lizardfolk and serpentfolk. This horse-size, crocodile-like beast runs forward with a lupine gait, its maw lined with dozens of sharp teeth ready to tear into flesh. Riding Croc Large beast, unaligned Armor Class 13 (natural armor) Hit Points 30 (4d10 + 8) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 11 (+0) 14 (+2) 2 (−4) 10 (+0) 5 (−3) Skills Stealth +2 Senses passive Perception 10 Languages – Challenge 1 (200 XP) Burst of Speed (Recharge 5–6). The riding croc can use its bonus action to Dash. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.


130 Nightmares Root Crawler Called the Shul’uhe’naoth—Those Who Dwell Beneath the Forest in Aklo—root crawlers are a species of diminutive humanoid creatures that burrow beneath woodlands, making their home among tangled networks of subterranean roots. Carnivorous, malevolent worshippers of Shub-Niggurath and Tsathoggua, crawlers are imbued with a deep antipathy toward the creatures who dwell in the light. Root crawler colonies consist of up to a dozen individuals that infest woodlands, preying on local animals. Root crawlers favor sentient prey, hunting travelers or raiding homes and settlements when the opportunity presents itself, and prefer to feed on living victims. Their language is a series of rasps, clicks and grunts, incomprehensible to other creatures. A small, humanoid figure hides within the tangled roots of a tree. Its eyes shine palely, its gnarled, bark-like flesh is the color of dirt, and its oversized hands resemble the front paws of a digging animal, ending in ragged, filthy claws. It utters a rasping, rattling call, and a moment later It Is joined by a half-dozen others. By the time you try to run, It Is too late. Forest Lurkers Though they are not especially intelligent, root crawlers are nevertheless quite cunning and craft traps with near-instinctive skill. Their territory is strewn with traps of all sorts, including snares, deadfalls, spiked pits, and similar hazards. These traps are sometimes constructed using tools, weapons, poisons, and other items scavenged from victims or nearby settlements. They are designed to incapacitate, rather than kill — while root crawlers can subsist on the flesh of dead creatures, they prefer that their prey be living while they consume it. When hunting, root crawlers rely on numbers to cripple and overwhelm, using their toxic saliva to weaken targets, then either devouring it alive, or—worse yet—dragging it below ground to be eaten at leisure. If deprived of food for more than a few days, crawlers emerge from their burrows to seek prey in the forest. Groups of crawlers will descend on isolated settlements or dwellings, digging under walls and dragging their inhabitants away for an underground feast. Victims are bound and kept alive for days, alone in subterranean darkness as the crawlers feed on their living flesh. When the crawlers’ prey finally dies, its bones are used to craft crude tools or more traps. Victims can sometimes be saved, but the root crawlers rarely give up without a fight, and have to be forcibly dug out of their labyrinthine tunnels. Even if rescued, those who have been held in the crawlers’ lair may have suffered fearsome wounds, and are often tormented by terrible nightmares and waking fears. Most are unwilling to ever set foot in a forest again. Unholy Bargains Those who live near wild forests tell stories about those who dwell among the roots, though most believe them to be nothing more than a myth used to scare disobedient children. In the most isolated parts of the forest, however, the local folk know that the Shul’uhe’naoth are all too real. Some inhabitants of the forest maintain an uneasy truce with the crawlers, offering living prey in exchange for being left alone. Unlucky travelers may encounter small, friendly communities or homes in the depths of the forest and be invited to spend the night, only to awaken and find themselves bound and helpless, lying in darkness, surrounded by hungry root crawlers. Others may simply be hunted and captured by locals as they innocently pass through the region, then left for the crawlers.


131 Nightmares Root crawler Small humanoid, neutral evil Armor Class 13 Hit Points 11 (2d6 + 4) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 6 (-2) 18 (+4) 3 (-4) Saving Throws Con +4, Wis +6 Skills Perception +6, Stealth +5 Senses Darkvision 60 ft., passive Perception 16 Languages Root crawler Challenge 1/2 (100 XP) Ambusher. The root crawler has advantage on attack rolls against any creature that is surprised. Forest Stealth. While in forest terrain, the root crawler can take the Hide action as a bonus action. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, plus 2 (1d4) poison damage. If target is a living creature, it must succeed on a DC 13 Constitution saving throw or be poisoned until it can take a long rest, unless cured of disease with a lesser restoration spell, a potion of vitality, or similar means. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


132 Nightmares Serpentfolk General The serpentfolk are skilled warriors and their generals are cunning commanders, overseeing legions of serpentine soldiers and their various minions and servitors. Serpentfolk generals often bear ancient and powerful weapons and armor, some of which is powered by forgotten but still potent serpentfolk technology. Clad in gleaming, rainbow-hued plate armor, this serpentfolk warrior makes an impressive sight. The brown leather eyepatch over one heavily scarred eye attests to a lifetime of combat. Seprentfolk General Medium monstrosity (shapechanger), neutral evil Armor Class 18 (panchromatic armor; 21 when ‘multicolored’) Hit Points 187 (22d8 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 19 (+4) 19 (+4) 19 (+4) 17 (+3) 15 (+2) Saving Throws Con +9, Wis +8 Skills Animal Handling +8, Arcana +13, Deception +7, Insight +8, Intimidation +7, Yog-Sothothery +8 Damage Immunities poison Condition Immunities frightened, paralyzed, poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages Aklo, Common, Serpentfolk Challenge 13 (10,000 XP) Innate Spellcasting. The general’s spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: minor illusion 1/day each: charm person, major image, mirror image, suggestion Keen Smell. The general has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (2/day). If the general fails a saving throw, it can choose to succeed instead. Magic Resistance. The general has advantage on saving throws against spells and other magical effects. Shapechanger. The general can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Special Equipment. The serpentfolk general is wearing a suit of panchromatic armor (SPCM 127) which is usually set to ‘multicolored’. It carries a metamorphic greataxe (SPCM 126) and a potion of superior healing. Actions Multiattack. The serpentfolk general makes one ranged or two melee attacks: a bite attack and one other. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 17 Constitution saving throw, taking 13 (3d8) poison damage on a failure, or half as much damage on a success. Metamorphic Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage and 3 (1d6) poison damage and the target must make a DC 17 Constitution saving throw, taking 13 (3d8) more poison damage on a failure, or half as much damage on a success. Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage and the target must make a DC 17 Constitution saving throw, taking 13 (3d8) poison damage on a failure, or half as much damage on a success. Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage and the target must make a DC 17 Constitution saving throw, taking 13 (3d8) poison damage on a failure, or half as much damage on a success. Legendary Actions The serpentfolk general can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. Attack (Costs 2 Actions). The general makes a melee weapon attack. Change Color. The general changes the color of its panchromatic armor. Detect. The general makes a Wisdom (Perception) check. Trip. The general makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check, knocking the target prone on a success.


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134 Nightmares Serpentfolk, Debased Not all serpentfolk are considered equal. Millennia ago, when Bastet defeated Yig and drove him into hiding, many serpentfolk turned to the worship of Tsathoggua. These serpentfolk were cursed by Yig, causing them to degenerate into less intelligent, less capable creatures. Many debased serpentfolk don’t even speak the ancient serpentfolk tongue. This schism among the serpentfolk weakened their antediluvian empires, leaving them scattered, disorganized, and ripe for conquest. True serpentfolk hold these debased serpentfolk in contempt but are more than willing to use them as slaves. Debased serpentfolk are noticeably smaller than their trueborn superiors and are sometimes missing their arms, their legs, or both. This serpent-headed humanoid is dull and bestial. Dressed in tattered rags, it has none of the grandeur and refinement of the wicked serpentfolk, though they share a superficial similarity. Debased Serpentfolk Medium monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft. STRDEX CON INT WIS CHA 12 (+1) 15 (+2) 15 (+2) 13 (+1) 14 (+2) 11 (+0) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aklo, Common Challenge 1 (200 XP) Keen Smell. The debased serpentfolk has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The debased serpentfolk makes two attacks, one with its bite and one with its club. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 12 Constitution saving throw or take 4 (1d8) poison damage. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.


135 Nightmares Serpentfolk Dinosaur Rider The dinosaur rider is the backbone of the serpentfolk army, equipped with a variety of weapons it can use at close or long range, from dinosaur-back or on foot. These fearless ophidian soldiers will stop at nothing to enforce the will of the serpentfolk on the world. This serpent-headed reptilian humanoid is clad in studded leather armor and equipped with a bow, a scimitar, and a pike. Serpentfolk Dinosaur Rider Medium monstrosity (shapechanger), neutral evil Armor Class 16 (studded leather) Hit Points 52 (7d8 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 16 (+3) 18 (+4) 16 (+3) 15 (+2) Skills Animal Handling +5, Arcana +6, Yog-Sothothery +5 Damage Immunities poison Condition Immunities frightened, paralyzed, poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages Aklo, Common, Serpentfolk Challenge 3 (700 XP) Innate Spellcasting. The serpentfolk dinosaur rider’s spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: minor illusion 1/day each: charm person, major image, mirror image, suggestion Envenom Weapon. As a bonus action, the serpentfolk dinosaur rider can apply its natural venom to one weapon or piece of ammunition that deals slashing or piercing damage. A creature hit by the poisoned weapon or ammunition must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much damage on a success. Once applied, the poison retains potency until delivered through a wound or for 1 minute before drying. Keen Smell. The serpentfolk dinosaur rider has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The serpentfolk dinosaur rider has advantage on saving throws against spells and other magical effects. Shapechanger. The serpentfolk dinosaur rider can use its action to polymorph into a Medium humanoid or back into its true form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Actions Multiattack. The serpentfolk dinosaur rider makes two attacks, only one of which can be its bite. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much damage on a success. Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Scimitar. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


136 Nightmares Serpentfolk Infiltrator Serpentfolk infiltrators are masters of disguise, deception, assassination, and all manner of skullduggery. When the serpentfolk target a civilization, it is the infiltrators who are there first, undermining their society, spying on their leaders, and sowing discord among their people. A serpentfolk infiltrator might live undercover for centuries, assuming multiple false identities, biding its time until the perfect moment to strike. Beneath the hood of its cloak you see this creature has the head of a serpent. Its eyes gleam with cunning as a dagger appears in its scaly claw, dripping with viscous venom. Serpentfolk Infiltrator Medium monstrosity (shapechanger), neutral evil Armor Class 17 (studded leather) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 16 (+3) 19 (+4) 16 (+3) 17 (+3) Saving Throws Dex +8, Cha +6 Skills Arcana +10, Deception +6, Insight +6, Perception +6, Stealth +8, Yog-Sothothery +6 Damage Immunities poison Condition Immunities frightened, paralyzed, poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16 Languages Aklo, Common, Serpentfolk Challenge 7 (2,900 XP) Innate Spellcasting. The serpentfolk’s spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: minor illusion 1/day each: charm person, detect thoughts, invisibility, major image, mirror image, nondetection, suggestion Cunning Action. On each of its turns, the serpentfolk can use a bonus action to take the Dash, Disengage, Hide, or Use Object action. Sneak Attack (1/turn). The serpentfolk deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the serpentfolk that isn’t incapacitated and the serpentfolk doesn’t have disadvantage on the attack roll. Keen Smell. The serpentfolk has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The serpentfolk has advantage on saving throws against spells and other magical effects. Shapechanger. The serpentfolk can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Actions Multiattack. The serpentfolk infiltrator makes two ranged attacks or two melee attacks: one with its bite and one with its dagger. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) type damage and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much on a success. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much on a success. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much on a success.


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138 Nightmares Serpentfolk Lightning Warrior Equipped with yithian technology stolen or bartered from the Great Race, this elite serpentfolk warrior combines the devious cunning of the children of Yig with the raw power of a lightning gun. This serpent-headed humanoid is outfitted with yithian technology. A circuit-etched disk of silver is strapped over its gleaming breastplate, projecting a shimmering field of force, while it clutches a crackling lightning gun in its reptilian claws. Force Grenade Weapon (grenade), uncommon This sphere of dull black metal has a silver belt clip on its side and a plunger on its top. It weighs 1 pound. As an action, you can depress the plunger and throw the sphere up to 20 feet at short range or 60 feet at long range, targeting a point on the ground. If the attack roll is 10 or more, the grenade lands on target, otherwise it lands 1d10 feet away in a random direction (roll 1d8 to determine the direction, 1 being north, 2 northeast, and so on). When the grenade lands, it explodes in a 10-foot radius sphere, dealing 3d8 force damage to all creatures in the area. Creatures damaged by this explosion must succeed on a DC 15 Strength saving throw or be pushed to the edge of the area of effect. Creatures pushed by the force grenade do not provoke opportunity attacks with this movement. Stun Grenade Weapon (grenade), uncommon This oblate sphere of gleaming silvery metal has a belt clip on its side and a plunger on its top. It weighs 1 pound. As an action, you can depress the plunger and throw the sphere up to 20 feet at short range or 60 feet at long range, targeting a point on the ground. If the attack roll is 10 or more, the grenade lands on target, otherwise it lands 1d10 feet away in a random direction (roll 1d8 to determine the direction, 1 being north, 2 northeast, and so on). When the grenade lands, all creatures in a 10-foot radius sphere must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn.


139 Nightmares Serpentfolk Lightning Warrior Medium monstrosity (shapechanger), neutral evil Armor Class 16 (breastplate) Hit Points 85 (10d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 19 (+4) 18 (+4) 16 (+3) 15 (+2) Skills Athletics +7, Arcana +7, Yog-Sothothery +6 Damage Immunities poison Condition Immunities frightened, paralyzed, poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages Aklo, Common, Serpentfolk Challenge 6 (2,300 XP) Innate Spellcasting. The serpentfolk’s spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: minor illusion 1/day each: charm person, major image, mirror image, suggestion Keen Smell. The serpentfolk has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The serpentfolk has advantage on saving throws against spells and other magical effects. Shapechanger. The serpentfolk can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Force Field Projector. The serpentfolk is equipped with a force field projector. When the serpentfolk takes damage, the projector absorbs half the damage (rounded up). Once the projector has absorbed 50 points of damage in this way, it shorts out and breaks. Special Equipment. Aside from the lightning gun (SPCM 126), the serpentfolk is equipped with one force grenade (page 94) and one stun grenade (page 96). Actions Multiattack. The serpentfolk makes two melee attacks (one bite and one glaive) or two ranged attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success. Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success. Lightning Gun (6/Day). Ranged Spell Attack: +8 to hit, range 150/600 ft., one target. Hit: 22 (3d10 + 4) lightning damage.


140 Nightmares Serpentfolk Priest of Yig Serpentfolk who join the priesthood of Yig devote their lives to the Father of Snakes. They often work in the shadows, infiltrating other religious organizations and fomenting Yiggish heresies to prepare the way for a serpentfolk takeover. In their true forms, the priests wear elaborate, flowing garments and paint a crescent moon on their foreheads. These serpentfolk have dedicated themselves wholly to great Yig. They wear fine vestments embroidered with intricately wrought ophidian designs. Serpentfolk Priest of Yig Medium monstrosity (shapechanger), neutral evil Armor Class 15 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 18 (+4) 18 (+4) 18 (+4) 16 (+3) Saves Wis +7 Skills Religion +7, Yog-Sothothery +7 Damage Immunity poison Condition Immunity frightened, paralyzed, poisoned Senses blindsight 30ft., darkvision 60 ft., passive Perception 14 Languages Aklo, Common, Serpentfolk Challenge 6 (2,300 XP) Innate Spellcasting. The serpentfolk priest of Yig’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: minor illusion 1/day each: charm person, major image, mirror image, suggestion Spellcasting. The priest of Yig is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit). It has the following spells prepared: Cantrip (at will): poison spray, resistance, sacred flame, thaumaturgy 1st level (4 slots): bane, command, cure wounds, inflict wounds, mist of R’lyeh (SPCM 109), shield of faith 2nd level (3 slots): acid arrow, blindness/deafness, blur, hold person, prayer of healing 3rd level (3 slots): bestow curse, hypnotic pattern, impossible arithmetic (SPCM 105), spirit guardians, stinking cloud Keen Smell. The serpentfolk priest of Yig has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The serpentfolk priest of Yig has advantage on saving throws against spells and other magical effects. Shapechanger. The serpentfolk priest of Yig can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Actions Multiattack. The serpentfolk priest of Yig makes two attacks: one with its bite and one with its dagger or two with its dagger. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much damage on a success. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 13 (3d8) poison damage on a failure or half as much damage on a success.


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142 Nightmares Serpentfolk Trapper Serpentfolk trappers make use of their keen senses and natural cunning to lay ambushes. They excel at tracking and trapping anything from humanoids to mighty dinosaurs. This serpent-headed reptilian humanoid is clad in studded leather armor and a hooded cloak. It bears a bow, a net, and a halberd. Serpentfolk Trapper Medium monstrosity (shapechanger), neutral evil Armor Class 16 (studded leather) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 16 (+3) 18 (+4) 16 (+3) 15 (+2) Skills Animal Handling +5, Arcana +6, Perception +5, Stealth +6, Survival +5, Yog-Sothothery +5 Damage Immunities poison Condition Immunities frightened, paralyzed, poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15 Languages Aklo, Common, Serpentfolk Challenge 4 (1,100 XP) Innate Spellcasting. The serpentfolk’s spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: minor illusion 1/day each: charm person, major image, mirror image, suggestion Envenom Weapon. As a bonus action, the serpentfolk can apply its natural venom to one weapon or piece of ammunition that deals slashing or piercing damage. A creature hit by the poisoned weapon or ammunition must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much damage on a success. Once applied, the poison retains potency until delivered through a wound or for 1 minute before drying. Keen Smell. The serpentfolk has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The serpentfolk has advantage on saving throws against spells and other magical effects. Shapechanger. The serpentfolk can use its action to polymorph into a Medium humanoid or back into its true form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Actions Multiattack. The serpentfolk makes two attacks, only one of which can be its bite. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much damage on a success. Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Net. Ranged Weapon Attack: +6 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it; this ends the effect and destroys the net.


143 Nightmares Serpentfolk Warrior Elite warriors of the serpentfolk often hone their skills in battle by shapechanging into humanoid form to fight as mercenaries. While they may rely on brute strength more than the average serpentfolk, they are no less insidious and cunning than the rest of their kind. This serpent-headed humanoid is outfitted for battle with a gleaming breastplate, a battleaxe, and a black longbow. Its yellow eyes dart from target to target, deciding where to strike. Serpentfolk Warrior Medium monstrosity (shapechanger), neutral evil Armor Class 16 (breastplate) Hit Points 85 (10d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 19 (+4) 18 (+4) 16 (+3) 15 (+2) Skills Arcana +7, Athletics +7, Yog Sothothery +6 Damage Immunities poison Condition Immunities frightened, paralyzed, poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Languages Aklo, Common, Serpentfolk Challenge 5 (1,800 XP) Innate Spellcasting. The serpentfolk warrior’s spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: minor illusion 1/day each: charm person, major image, mirror image, suggestion Keen Smell. The serpentfolk warrior has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The serpentfolk warrior has advantage on saving throws against spells and other magical effects. Shapechanger. The serpentfolk warrior can use its action to polymorph into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Actions Multiattack. The serpentfolk warrior makes two melee attacks (only one of which can be its bite) or two ranged attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much damage on a success. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if wielded with two hands. The target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much damage on a success. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failure or half as much damage on a success.


144 Nightmares Serpentfolk Wizard Medium monstrosity (shapechanger), neutral evil Armor Class 15 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 18 (+4) 20 (+5) 16 (+3) 16 (+3) Saving Throws Con +8, Int +9, Wis +6 Skills Arcana +9, Deception +11, Perception +6, Yog– Sothothery +11 Damage Immunities poison Condition Immunities frightened, paralyzed, poisoned, stunned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 Languages Aklo, Common, Serpentfolk Challenge 10 (5,900 XP) Innate Spellcasting. Gehir’s spellcasting ability is Intelligence (spell save DC 17). He can innately cast the following spells, requiring no material components: At will: minor illusion 1/day each: charm person, major image, mirror image, suggestion Spellcasting. Gehir is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He knows the following spells: Cantrips (at will): acid splash, chill touch, light, mending, poison spray 1st level (4 slots): alarm, hideous laughter, lethargy of Tsathoggua (SPCM 106), magic missile 2nd level (3 slots): acid arrow, detect thoughts 3rd level (3 slots): bestow curse, counterspell, hypnotic pattern, sign of Eibon (SPCM 113) 4th level (3 slots): black tentacles, confusion, locate creature, wall of fire 5th level (2 slots): dominate person, hold monster 6th level (1 slot): ancient sorcery of serpentfolk (SPCM 92), mass suggestion Combat Caster. Gehir has advantage on Constitution saving throws made to maintain concentration. Fractured Mind. Gehir’s alignment cannot be divined via magical means. Keen Smell. Gehir has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. Gehir has advantage on saving throws against spells and magical effects. Shapechanger. Gehir can use his 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, Gehir carries a potion of superior healing. Actions Multiattack. Gehir makes two melee attacks: one with his bite and one with his dagger. Bite (Serpentfolk form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 9 (2d8) poison damage on a failure, or half as much damage on a success. Dagger of Metamorphic Venom. Melee or Ranged Weapon Attack: +10 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 16 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.


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