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

Nightmares 1 - A Saga Bestiary

146 Nightmares Shambling Abattoir Few things are more terrifying as a tangled ball of kickers and biters, gnashing their horde of ever-chomping teeth, rolling through an area and using their dozens of arms, legs, and tentacles to propel them on a path of destruction. The mi-go rely on these swarms of biters and kickers to sow chaos among their enemies before the mi-go’s tactical military moves in to clean up the grotesque mess left behind. This gigantic ball of arms, legs, gnashing teeth, and worming tentacles propels itself with its innumerable appendages, rolling with a frightening speed. The sound of crunching bones and agonized, mad screams rises like a chorus from the horde of fleshy constructs that compose its mass. Shambling Abattoir Huge construct, chaotic evil Armor Class 12 (natural armor) Hit Points 76 (8d12 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 8 (-1) 7 (-2) Damage Resistance poison; bludgeoning, piercing, slashing Condition immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 9 Languages – Challenge 6 (2,400 XP) Dread Shroud. Any creature that begins its turn occupying the same space as the shambling abattoir must make a successful DC 12 Wisdom saving throw or suffer one level of dread until they take a short or long rest. Creatures that succeed on their saving throw have advantage on future checks made against this effect. Rolling Mass of Flesh and Limbs. The shambling abattoir may use its bonus action to move up to 30 feet, rolling as a great mass of limbs. Any creatures whose space the swarm enters on its turn must make a DC 14 Dexterity saving throw. On a failed save, a creature is knocked prone and takes 7 (1d8+3) bludgeoning and 8 (1d10+3) piercing damage. On a successful save, a creature takes half as much damage and is not knocked prone. Swarm. The shambling abattoir can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium construct. Actions Multiattack. The shambling abattoir makes three attacks: one with its bite and two with its kick. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) piercing damage, or 8 (1d10+3) piercing damage if the swarm has half of its hit points or fewer. Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage, or 7 (2d8+3) bludgeoning damage if the shambling abattoir has half of its hit points or fewer. Reactions Tentacle Trip. If a creature within 10 feet of the shambling abattoir attempts to move farther away from it, it may use its reaction to reach out with one of its tentacle appendages and attempt to trip it. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone and have its movement reduced to 0 for the rest of its turn.


147 Nightmares Shoggoth Tendril Cut from a terrifying otherworldly creature known as a shoggoth, this tendril has retained a life of its own. It desires, more than anything, to creep and slither in search of the rest of its body. On its long journey, it will seek to extinguish any life it encounters by beating it to death, using surprise and its brutal strength to murder its prey before it continues searching for the shoggoth that it belongs to. This muscular but desiccated tentacle is as thick as a human’s arm and appears to have been recently shorn from a much larger creature. Oily ichor oozes from the wound, staining whatever it touches. Shoggoth Tendril Small ooze, chaotic evil Armor Class 13 Hit Points 44 (8d6 + 16) Speed 15 ft., climb 10 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 15 (+2) 3 (-4) 10 (+0) 6 (-2) Skills Deception +2, Stealth +7 Damage Resistance fire, thunder; bludgeoning, piercing, and slashing attacks that aren’t adamantine Damage Immunities acid, cold Condition Immunities blinded, deafened, exhaustion, prone, stunned Senses tremorsense 30 ft., passive Perception 10 Languages – Challenge 2 (450 XP) Blind. The tendril is blind and cannot see without the use of its tremorsense. Explosive Ambush. When the tendril enters a combat against at least one surprised creature, it gains advantage on its initiative roll and any attack rolls it makes against a creature that has not acted yet in the combat. Magic Resistance. The shoggoth tendril has advantage on saving throws against spells and other magical effects. Actions Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and 7 (2d6) acid damage.


148 Nightmares Swarm, Cleanser Cleansers are most dangerous in a swarm, where they work together efficiently through means of a telepathic hive mind. As a swarm, they are collectively much stronger, capable of lifting heavy objects. Additionally, their inherent electrical and acidic properties are magnified, making them dangerous to attack. This drone hive buzzes with crackling static as many of the creatures fly closely together. Each of the drones is a jumbled mess of insectoid legs, carapace, mandibles, and whip-like antennas held together by cybernetic wiring and oozing, orange sludge. Swarm, Cleanser Large swarm of Medium constructs, unaligned Armor Class 16 (natural armor) Hit Points 63 (14d6 + 14) Speed 40 ft., climb 40 ft., fly (hover) 15 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 6 (-2) Skills Athletics +4, Perception +4, Stealth +7 Damage Immunities acid, lightning, poison Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 13 Languages Mi-Go Challenge 6 (200 XP) Death Throes. When the swarm takes damage, one of the destroyed cleansers dissolves into a pool of acid that lasts for 1 minute and occupies a 5-ft.-radius area within 5 feet of the swarm. Characters who begin their turn standing in the pool of acid must make a DC 11 Constitution saving throw, taking 7 (2d6) acid damage on a failed save, and half as much damage on a successful one. Any damage dealt this way is doubled if the swarm has half of its hit points or fewer. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening as narrow as 4 inches wide without squeezing. ACTIONS Multiattack. The swarm makes two attacks with its shocking legs and one attack with its mandibles. Shocking Leg. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) lightning damage, or 7 (2d6) lightning damage if the swarm has half of its hit points or fewer. The swarm has advantage when attacking creatures wearing metal armor or who are standing in at least one inch of water. Mandibles. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 18 (4d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage if the swarm is at half its hit points or lower. On a hit, the target is also grappled (escape DC 14), and a grappled creature takes 14 (4d6) lightning damage at the start of its turn.


149 Nightmares Tar-Zombie Goblin Not everything that perishes in a tar pit sinks to the bottom. Tar pits that accumulate too many corpses can attract necrotic energies that spontaneously reanimate some of the hapless victims. These desiccated, tar-covered zombies exist solely to feed more bodies into the black mass in which they were created. This emaciated goblin corpse is oozing tar from its open wounds, yellowed bones protruding from mummified flesh. Tar-Zombie Goblin Small undead, neutral evil Armor Class 11 Hit Points 13 (3d6 + 3) Speed 20 ft. STR DEX CON INT WIS CHA 8 (−1) 12 (+1) 12 (+1) 3 (−4) 6 (−2) 5 (−3) Saving Throws Wis +0 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Common and Goblin but cannot speak Challenge 1/8 (25 XP) Adhesive. The tar-zombie goblin adheres to anything it touches. A Medium or smaller creature adhered to the tar-zombie goblin is also grappled by it (escape DC 11). When a creature makes a successful melee weapon attack against the tar-zombie goblin, the attacker must succeed on a DC 10 Strength saving throw to pull the weapon free, dropping the weapon on a failure. Tar Walker. The tar-zombie goblin ignores difficult terrain created by tar pits and can never be restrained by tar pits. Undead Fortitude. If damage reduces the zombie to 0 hit points, it 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 zombie drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 −1) bludgeoning damage and the target is grappled (escape DC 11).


150 Nightmares The Ripper Throughout history, the mortal world has been plagued by mysterious killers, who appear seemingly out of nowhere, inflict bloody carnage, then vanish without a trace. Some scholars have speculated that these crimes are committed by an alien entity — or entities — that feeds upon mortal fear. While “rational” critics scoff at such suggestions, the unsettling fact is that this murderous fiend is all too real. A cloaked figure emerges from the mists. It is tall and gaunt, and its black garments appear to be those of an aristocrat. Though its face remains indistinct, as if still hidden in shadows, you sense a being of enormous malevolence and murderous intent. In one hand, it holds a gleaming scalpel. Sower of Chaos The Ripper has gone by many names over millennia, and on countless worlds. As the renegade theorists have suggested, The Ripper is indeed an alien creature that gains sustenance from terror, and from the agony that it inflicts while killing. What is not suspected is the entity’s greater agenda — to sow chaos, and to spread terror and distrust. As The Ripper’s campaign of slaughter continues, entire communities turn on each other — one group blames another, retributive violence claims innocent lives, misguided street justice rages, authority figures are pilloried, and the entire social order totters on the edge of collapse. In many cases, The Ripper masquerades as a member of a specific group — the poor, the wealthy, an oppressed minority, or other potential targets for social outrage. The bloodier and more extreme The Ripper’s transgressions become, the worse conditions grow. By the time The Ripper ends its reign of terror and moves on, an entire culture may be irreparably damaged by internal conflict and fear. Hunter in Darkness Solitary and secretive, The Ripper hunts alone on dark nights, preferring foggy or rainy conditions in cities with old and labyrinthine streets. It never hunts victims in groups, but preys exclusively on lone individuals. These victims are most often drawn from the lower and less influential classes, especially those shunned by society, but the violence and utter depravity of The Ripper’s crimes are intended to draw attention and spread fear. If caught in the act or confronted by a group of individuals, The Ripper will always flee, melting into the mists or shadows as quickly as it appeared. If slain, The Ripper vanishes utterly, leaving behind only the clothing that it wore and its gleaming scalpel. It is not known if this entity can truly be slain, for even if destroyed, Ripper murders may begin again, far away and decades later.


151 Nightmares The Ripper Medium fiend, chaotic evil Armor Class 18 (natural armor) Hit Points 182 (28d8 + 56) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 20 (+5) 16 (+3) 18 (+4) Saving Throws Con +6, Wis +7 Skills Deception +8, Insight +7, Intimidation +8, Perception +7, Persuasion +8, Stealth +8 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned Senses Darkvision 60 ft., passive Perception 17 Languages Common Challenge 12 (8,400 XP) Social Chameleon. The Ripper is humanoid in form, but has a limited ability to change its outward appearance, masquerading as an individual from the time and place that it chooses for its campaign of terror. It may present itself as an ordinary individual, or it may wear garments and trappings typical of a specific social class, ethnicity, or group. In this fashion, the Ripper attempts to sow distrust among a society, pitting groups against each other. It may also try to confuse matters by appearing in different guises as well. Feeding on Fear. The Ripper gains one temporary hit point for each hit point that it inflicts with its scalpel attack upon a target that is frightened of The Ripper or has been paralyzed by its Paralysis of Terror attack. These temporary hit points last until dawn of the following day. The Ripper can gain a maximum of 100 temporary hit points in this fashion. No Corpse. If slain, The Ripper disappears entirely, leaving behind only its clothing and scalpel, which the functions as an ordinary knife. Innate Spellcasting. The Ripper’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: expeditious retreat 3/day each: charm person, invisibility, suggestion Actions Multiattack. The Ripper makes three attacks: one with fear or paralysis and two with its scalpel. Scalpel. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and target must succeed on a DC 17 Constitution saving throw or take 3 (1d4 +1) necrotic damage. On each subsequent turn the target must continue to make the same saving throw or take the same amount of damage. A successful DC 17 Wisdom (Medicine) check, cure wounds or lesser restoration ends the ongoing damage. Cause Fear. One creature within 30 feet of The Ripper must make a DC 17 Wisdom saving throw or become frightened of The Ripper. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Paralysis of Terror. One creature within 30 feet of The Ripper must make a DC 17 Wisdom saving throw or be paralyzed until the start of its next turn. Spontaneous Invisibility. The Ripper can use a bonus action to cast its innate invisibility spell. This consumes one use of the spell as normal.


152 Nightmares Tiefling Duelist Medium humanoid (tiefling), chaotic good Armor Class 15 (studded leather) Hit Points 22 (4d8 + 4) Speed 30 ft., STR DEX CON INT WIS CHA 9 (−1) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 17 (+3) Saving Throws Cha +5 Skills Deception +5, Performance +5, Stealth +5 Damage Resistances fire Senses darkvision 60 ft., passive Perception 11 Languages Common, Infernal, thieves’ cant Challenge 1 (200 XP) Innate Spellcasting. The tiefling duelist’s spellcasting ability is Charisma (spell save DC 13). They can innately cast the following spells, requiring no material components: At will: thaumaturgy Spellcasting. The tiefling duelist is a 2nd-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They know the following bard spells: Cantrips (at will): minor illusion, vicious mockery 1st level (3 slots): bane, charm person, healing word, heroism, mist of R’lyeh (SPCM 109) Distract (3/day). As a bonus action, the tiefling duelist can target one creature on their turn within 30 feet of the duelist that can see and hear them. The target must succeed a DC 13 Charisma saving throw or have disadvantage on its next attack roll or saving throw until the start of the duelist’s next turn. Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tiefling Duelist The role of swashbuckler is popular among many tieflings, who thirst for wild adventure and excitement. Tiefling duelists favor speed and unexpected tactics, favoring rapiers and sometimes even throwing cantrips and low-level magic into the mix. Always on the lookout for a good fight, a tiefling duelist will not tolerate insults or disrespect, and quickly calls out violators, demanding satisfaction. Good-aligned duelists fight with humor and grace—rarely, if ever, demanding that duels continue past first blood. More wicked tieflings may revel in cutting their opponents to pieces, a little bit at a time, with the more blood shed the better.


153 Nightmares True Serpentfolk These strange-looking creatures don’t outwardly resemble serpentfolk, but insist that they predate “ordinary” serpent people, and are the “real” progenitors of the species, birthed from Yig’s stool. When encountered, Kelevangs (or as they prefer to be called, true serpentfolk) are a cruel and arrogant species that dwell in isolated areas, or in serpentfolk ruins, which they claim to have built themselves. Kelevangs likewise claim ownership of serpentfolk technology and magic, and utilize it whenever they can. Kelevangs guard their secrets jealously, mercilessly destroying any who encounter them, and are possessed of a near-pathological fear of discovery by the outside world. At first, the creature appears to be a normal human, albeit with a serpentine cast to its features. When you see its legs however, the shocking difference becomes clear — below the knees the creature’s legs resemble two long, muscular serpentine bodies, ending in the fanged heads of enormous vipers! “True” Serpentfolk? The very existence of ordinary serpentfolk is known to but a few, and of these only a handful are aware of the strange interlopers who call themselves the Kelevangs. The serpentfolk themselves are unlikely to provide any insights, of course, so the true serpentfolk’s origins remain a deep mystery within a mystery. Few surviving texts speak of the serpentfolk, and of those only the Book of Eibon mentions Kelevangs specifically. Its chronicles touch only briefly on the true serpentfolk, claiming that serpentfolk scientists attempted to breed a new race that could impersonate humans with no need for shapechanging. The tome suggests that the resulting flawed creatures combined the evil of the serpentfolk with the misguided arrogance and pride of humanity, and that the serpentfolk scientists attempted to destroy their creations. A few escaped, infused with hatred of their makers, occupying the serpentfolks’ abandoned cities and surviving in secret. Nests Kelevangs combine human and reptilian physiologies. Their mammalian endothermic metabolism means that they are not reliant on the external environment to maintain a constant body temperature, but their oviparous reproductive cycle requires Kelevangs to lay eggs like snakes and lizards. Reproduction is slow, as females lay only a single egg a year, and half of these do not produce offspring. A Kelevang nest consists of about 20 individuals led by a single mystic. Mystics are true serpentfolk born with the ability to cast spells and practice sorcery and represent perhaps 1% of all Kelevangs. When a new mystic is born, it is raised to adulthood by the nest, then sent out to found a new nest on its own.


154 Nightmares Kelevang Su (True Serpentfolk Mystic) Medium monstrosity, neutral evil Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 12 (+2) 14 (+2) 16 (+3) Saving Throws Con +6, Wis +5 Skills Perception +5, Stealth +7 Senses Darkvision 60 ft., passive Perception 15 Languages Aklo, Serpentfolk Challenge 8 (3,900) Magic Resistance. The Kelevang su has advantage on saving throws against spells and other magical effects. Spellcasting. The Kelevang su is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Kelevang su has the following wizard spells prepared: Cantrips (at will): acid splash, minor illusion, poison spray, ray of frost 1st level (4 slots): mage armor, magic missile, ray of sickness, shield 2nd level (3 slots): invisibility, web 3rd level (3 slots): lightning bolt Actions Multiattack. The Kelevang su makes three attacks: one with its longsword and two with its bite. It can make one Constrict attack against each grappled target. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the target must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failure save, or half as much damage on a success, and the target is grappled (escape DC 14). The Kelevang su can grapple up to two targets at once. If it has one target grappled, it can make only one bite attack until the grapple ends, and if it has two targets grappled, it cannot make bite attacks until the grapples end. Grappled targets are restrained. The Kelevang su’s speed is reduced to 15 ft. if it has one grappled target, and is reduced to 0 ft. if it has two grappled targets. Constrict. Melee Weapon Attack: +6 to hit, reach 0 ft., one grappled target. Hit: 11 (2D6 + 4) bludgeoning damage. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


155 Nightmares Tunneler Beetle This stout, thickly armored beetle is the size of a cow. It has a pair of powerful, chitinous mandibles that it uses equally well to bore through soil or slice its prey. The ghouls of Farzeen use these giant beetles as pack animals and tunnel diggers in their subterranean warrens, sometimes referring to them as “corpsegrinders.” Tunneler Beetle Large beast, unaligned Armor Class 14 (natural armor) Hit Points 32 (5d10+5) Speed 30 ft., burrow 10 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 4 (-3) Senses blindsight 30 ft., passive Perception 8 Languages – Challenge 1 (200 XP) Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.


156 Nightmares Undead Tcho-Tcho Okkator Assassin While the living okkator assassins who kill for the dread Tcho-Tcho tribes are a dreaded and deadly threat, some continue their murderous ways beyond the veil of death. Sometimes captured Tcho-Tcho assassins who die in captivity rise as undead; more often they are resurrected by Tcho-Tcho priests, who imbue a slain assassin’s body with fell energies, repellent potions, and vile parasitic organisms, granting it a semblance of life. Even as a shambling undead horror, the assassin is still devoted to its mission of slaughter, and retains intelligence and cleverness that it displayed in life. Undead assassins are often imbued with additional weapons, such as organic tentacles or spikes, grown from the parasites that the priests used in their creation rituals.


157 Nightmares Undead Tcho-Tcho Okkator Assassin Medium undead, chaotic evil Armor Class 17 (natural armor) Hit Points 85 (10d8 + 40) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 18 (+4) 14 (+2) 15 (+2) 9 (-1) Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +5, Perception +5, Stealth +7, Survival +5 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, thieves’ cant Challenge 5 (1,800 XP) Assassinate. During its first turn, the undead assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit it scores against a surprised creature is a critical hit. Evasion. When the undead assassin makes a Dexterity saving throw for half damage, it instead takes no damage on a success or half damage on a failure. Rejuvenation. Unless its body is completely destroyed (generally by dealing 85 additional damage to its body once it is reduced to 0 hit points or via spells like disintegrate), the undead assassin inhabits or conjures a new body in 1d10 + 20 hours, regaining all its hit points and becoming active again. The new body appears within 5 feet of its previous body. Sneak Attack (1/Turn). The assassin deals an extra 10 (3d6) 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 that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll. Turning Defiance. The assassin has advantage on saving throws against effects that turn or otherwise repel undead. Warped Mind. The undead assassin has advantage on Wisdom saving throws against spells and effects that would charm or frighten him. It automatically succeeds if the spell or effect only works on humanoids. Actions Multiattack. The assassin either makes two blowgun attacks or three melee attacks: one each with its bite, claw, and tentacle. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage plus 5 (1d10) poison damage. Blowgun. Ranged Weapon Attack: +7 to hit, range 25/100 ft., one target. Hit: 5 (1 + 4) piercing damage. If the target is a creature, it must make a DC 13 Constitution saving throw, taking 11 (2d10) poison damage on a failure or half as much damage on a success. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. Tentacle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 5 (1d10) acid damage and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained and the undead assassin can’t use its tentacle on another target. Each round the target remains grappled, they take an additional 5 (1d10) acid damage at the start of their turn.


158 Nightmares Vigintipod This tentacled horror was ripped out of a fevered nightmare, resembling the unholy amalgamation of an octopus and a monstrous sea worm. It has an array of ten tentacles on each end of its thick, tubular body, and it moves by arching and lengthening itself like a gigantic inchworm. It can firmly grip a solid surface with its hind-tentacles, allowing it to lash out with its full body length in any direction. Its fore-tentacles surround a circular mouth of grinding bony plates. Rolling Retreat. These benthic abominations typically live in the darkest ocean depths, but they can wash up near shores to prey on land-dwelling creatures. When its prey is firmly in its grasp, the vigintipod forms its body into an upright hoop and quickly rolls back into the sea, where it drowns and devours its meal at its leisure. Vigintipod Large aberration, neutral Armor Class 16 (natural) Hit Points 114 (12d10 + 48) Speed 10 ft. (80 ft. when rolling), climb 10 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 18 (+4) 6 (-2) 14 (+2) 7 (-2) Saving Throws Con +7 Skills Perception +5, Stealth +4 Damage Resistances bludgeoning Condition Immunities charmed, frightened Senses darkvision 120 ft., tremorsense 90 ft., passive Perception 12 Languages – Challenge 6 (2,300 XP) Eldritch Physiology. Due to the vigintipod’s malleable and alien nature, any critical hits against it become normal hits. Hold Breath. Out of water, the vigintipod can hold its breath for up to 4 hours. Water Breathing. The vigintipod can only breathe underwater. Actions Multiattack. The vigintipod makes four attacks: three with its tentacles and one with its bite. Tentacle..Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14) and restrained until the grapple ends. The vigintipod can only grapple one target at a time, and grappling a target does not reduce the number of tentacle attacks it can make. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. Ouroboros Roll. Curling its body into a hoop and grasping its tentacled ends together, the vigintipod rolls rapidly away, moving up to 80 feet in a straight line. This movement does not provoke opportunity attacks. The vigintipod can take one grappled creature with it without suffering a reduction in its move speed. If this movement passes through another creature’s space or an area of difficult terrain, the vigintipod (and any creature in its path) must make a DC 10 Dexterity saving throw or immediately stop its movement and fall prone.


159 Nightmares Walker Walkers are an amalgam of biological engineering and eldritch cybernetics. They are the result of an advanced mi-go experiment to create hunters and scouts that can survive and adapt to many environments. Walkers are not as deadly as ratbatspiders but are of a higher order and intelligence. Often, these two species work in tandem to hunt creatures of interest to the mi-go. 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. Walker Medium construct, unaligned Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 35 ft., climb 35 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 8 (-1) 12 (+1) 5 (-3) Skills Perception +5, Survival +5 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) Pack Tactics. The walker 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 walker makes two attacks with its pincers. Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and the target is grappled. A walker can only grapple a total of two creatures this way.


160 Nightmares Walking Dream Sometimes a figment from the Dreamlands slips into the Material Plane. Whether it hid within the subconscious of an ignorant traveler or floated through a rift between worlds, it rarely has anything but malevolence toward mortals. Commoners frequently mistake these creatures for ghosts. Rumors of the supposed “ghosts” stir up potent and wild nightmares that allow a walking dream to prey upon a settlement for months before moving on. Smoke and mist make up this opaque creature’s form, its limbs morphing from tentacle to talon to foot without rhyme or reason as it gracefully floats through the air.


161 Nightmares Walking Dream Large aberration, any evil Armor Class 14 Hit Points 91 (14d10 + 14) Speed fly 50 ft. (hover) STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 13 (+1) 14 (+2) 17 (+3) 12 (+1) Skills Arcana +5, Insight +6, Investigation +5, Perception +6, Stealth +7 Damage Vulnerabilities force Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 16 Languages Aklo, any 10 other languages, telepathy 60 ft. Challenge 5 (1,800 XP) Ethereal Sight. The walking dream can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Illusory Focus. The walking dream can maintain two concentration spells at once. Incorporeal Movement. The walking dream can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The walking dream’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: invisibility, hypnotic pattern, major image, vicious mockery 3/day each: dream, hallucinatory terrain, phantasmal killer 2/day: shield Actions Multiattack. The walking dream attacks twice with Mental Bolt. It then either uses Derange or casts a spell. Mental Bolt. Ranged Spell Attack: +6 to hit, range 30/120 ft., one target. Hit: 16 (3d8 + 3) psychic damage. Etherealness. The walking dream enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Derange. Each creature within 30 feet of the walking dream that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also gains a long-term madness. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this walking dream’s Derange for the next 24 hours. Reactions Rapid Ethereal (Recharge 5–6). When the walking dream is targeted by a spell, it can use Etherealness with its reaction.


162 Nightmares Wheezing Man Swimmers step into a dark lake and vanish beneath the water. Children playing near the river are never seen again. Something invisible lurks under the surface—the wheezing men. Sly ambush predators that are almost imperceptible underwater, wheezing men sustain themselves by draining moisture from the bodies of creatures that stray into their hunting grounds. During times of heavy fog or rain, they leave the water to hunt on land. Tiny breathing holes across their body gasp for moisture from the air, giving the wheezing men their name. Wheezing men have their own language, which consists of a series of growls and vibrations when underwater, and gurgling gasps while on land. A pair of sunken eyes glimmer from a misshapen head that is little more than a featureless lump atop hunched shoulders. Tiny holes open and close across the creature’s pale, smooth flesh with a whistling gasp. Wheezing Man Medium monstrosity, unaligned Armor Class 11 Hit Points 67 (9d8 + 27) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 8 (-2) Skills Athletics +6, Stealth +3 Damage Resistances cold, force Senses passive Perception 10 Languages Wheezing man Challenge 2 (450 XP) Amphibious. The wheezing man can breathe both air and water. While the wheezing man is outside a body of water or heavy precipitation, other creatures have advantage on Wisdom (Perception) checks based on sound to detect it. Water Chameleon. The wheezing man is invisible while it is immersed in water and hiding. Actions Multiattack. The wheezing man makes two slam attacks. It can replace one slam attack with its Withering Grasp. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the target is grappled (escape DC 14). Withering Grasp. Each creature the wheezing man has grappled must make a DC 13 Constitution saving throw or gain 1 level of Exhaustion. A target’s DC for this saving throw increases by 1 for each round the wheezing man maintains its grapple on the target, up to a maximum DC of 18.


163 Nightmares Witch of Ghatanothoa Dressed in flowing black robes covered in eldritch symbols of Ghatanothoa, the cultist-witch raises her voice, invoking dark powers beyond our veil of comprehension. She draws a dagger across her spellbook, tracing arcane sigils over the already indecipherable pages as the air around her crackles with energy. Cultist-Witch. Witches who make unspeakable pacts with Ghatanothoa become powerful weavers of arcane magic and rise to prominence in the Great Old One’s apocalyptic Cult. Some seek power and influence, while others merely look for security or a sense of purpose. Whatever their initial motivations for contacting Ghatanothoa, these witches have given themselves over fully to the Cult and now serve as potent vessels for Ghatanothoa’s will. Witch of Ghatanothoa Medium humanoid (any race), chaotic evil Armor Class 12 (15 with mage armor) Hit Points 78 (12d8+24) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 14 (+2) 11 (+0) 13 (+1) 18 (+4) Saving Throws Wis +3, Cha +6; -2 on saving throws against confusion, insanity, and madness Skills Arcana +2, Deception +6, Yog-Sothothery +5 Senses passive Perception 11 Languages Common, Challenge 4 (1,100 XP) Alien Perspective. The witch has advantage on saving throws against effects that would give it the charmed condition, frightened condition, insanity, confusion, madness, or any effect that would cause its actions to be erratic or randomly determined. Otherworldly Presence. The witch adds her Charisma bonus in addition to her Dexterity bonus on all Initiative rolls. The witch cannot be surprised. Dark Sacrifice. When the witch reduces a creature to 0 hit points, she gains 5 temporary hit points. Time’s End. Whenever she deals damage with a warlock spell, the target’s hit point maximum is reduced by the damage dealt until they take a short rest. If the target’s hit point maximum reaches 0, it dies. Innate Spellcasting. The witch’s innate spellcasting ability is Charisma. She can innately cast the following spells (spell save DC 14), requiring no material components: At will: alter self, grease, levitate, mage armor 1/day: circle of death Spellcasting. The witch is an 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, minor illusion, poison spray 1st-5th level (3 5th-level slots): command of the bloody tongue (SPCM 9), cone of cold, confusion, charm person, false life, fear, haste, lethargy of Tsathoggus (SPCM 106), mist of R’lyeh (SPCM 109), moonbeam, shatter Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. Reactions Cosmic Loophole. When the witch is hit by an attack, she makes an opportunity attack against the attacker with a warlock cantrip.


164 Nightmares Yithian General The yithian general is a powerful veteran of the Great Race’s prehistoric wars. A master of every weapon and fighting technique known to its kind, this ancient being is a force to be reckoned with on the battlefield. Having studied—and even participated in—the great battles of the past and future, a yithian general is an incomparable war leader. This yithian is encased in battle armor and brandishes a wicked looking weapon. The creature sizes you up instantly, centuries of experience reading on its alien faces. Yithian General Large aberration, lawful neutral Armor Class 20 (yithian panoply) Hit Points 189 (18d10 + 90) Speed 20 ft., climb 10 ft. STR DEX CON INT WIS CHA 27 (+8) 16 (+3) 20 (+5) 25 (+7) 19 (+4) 18 (+4) Saving Throws Con +10, Int +12, Wis +9, Cha +9 Skills Arcana +12, History +17, Insight +9, Nature +12, Persuasion +9, Yog-Sothothery +14 Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages Aklo, Yithian, any 10 other languages, telepathy 100 ft. Challenge 15 (13,000 XP) Innate Spellcasting (Psionics). The yithian’s spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: detect thoughts, hold monster, modify memory 1/day: astral projection (self only) Practiced Reloader. The yithian general can use a recharge cell as a bonus action. Keen Sight. The yithian has advantage on Wisdom (Perception) checks that rely on sight. Legendary Resistance (2/day). If the yithian general fails a saving throw, it can choose to succeed instead. Special Equipment. In addition to its armor and weapons, the yithian general has an adaptive shield array (page 79), 2 potions of superior healing, 2 recharge cells (page 81), and a belt of cloud giant strength. Actions Multiattack. The yithian makes three melee or three ranged attacks, or it makes two attacks and casts an at-will innate spell. Pincer. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the yithian scores a critical hit, it rolls damage dice three times instead of twice. Matter Disruptor (4/day). Ranged Spell Attack: +12 to hit, range 100/400 ft., one target. Hit: 19 (3d12) necrotic damage. A creature killed by this attack is disintegrated. Amnesia (Recharge 5-6). DC 19. See past yithian (SPCM 398). Mind Swap. DC 20. See past yithian (SPCM 398). Reactions Adaptive Shields. When the yithian general is hit by an attack, it gains resistance to that damage type until the end of its next turn.


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166 Nightmares Yithian Psion The Great Race master psychic powers just as they master technology, but there are those among them who are born with an abnormally large brain, making them so adept at psionics as to outpace the rest of their species. A yithian psion eschews technological weaponry, preferring to use their incredible mind as both a weapon and a tool to accomplish their obscure goals. This yithian’s conical body seems oddly bloated at the dorsal end. It moves with uncharacteristic speed, keeping all but one of its eyes closed. YITHIAN PSION Large aberration, lawful neutral Armor Class 16 (natural armor) Hit Points 178 (17d10 + 85) Speed 20 ft., climb 10 ft. STR DEX CON INT WIS CHA 25 (+7) 16 (+3) 20 (+5) 26 (+8) 19 (+4) 18 (+4) Saving Throws Con +10, Int +13, Wis +9, Cha +9 Skills Arcana +13, History +18, Insight +9, Nature +13, Persuasion +9, Yog-Sothothery +14 Damage Resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages Aklo, Yithian, any 10 other languages, telepathy 100 ft. Challenge 14 (11,500 XP) Innate Spellcasting (Psionics). The yithian’s spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no components: At will: detect thoughts, hold monster, lethargy of Tsathoggua (SPCM 106), modify memory, telekinesis 3/day: blur, levitate, mirror image, mislead, phantasmal killer 1/day: astral projection (self only), temporal energy nexus (SPCM 115) Focused. The yithian psion can maintain two concentration spells at once. Keen Sight. The yithian has advantage on Wisdom (Perception) checks that rely on sight. Legendary Resistance (2/day). If the yithian psion fails a saving throw, it can choose to succeed instead. Swift Motion. The yithian’s movement never provokes opportunity attacks. It can use a bonus action to make a Dash or Disengage action. ACTIONS Multiattack. The yithian makes three pincer attacks, or it makes two claw attacks and casts an at-will innate spell. Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage. If the yithian scores a critical hit, it rolls damage dice three times instead of twice. Telekinetic Throw. Ranged Spell Attack: +13 to hit, range 30/90 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. The psion makes this attack by telekinetically throwing a Tiny object at a nearby enemy. Amnesia (Recharge 5-6). See past yithian (SPCM 398). Mind Swap. See past yithian (SPCM 398). REACTIONS Foresight. When the yithian would be hit by a melee or ranged attack, it can choose not to be. LEGENDARY ACTIONS The yithian psion can take 3 legendary actions, choosing from the actions below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The psion regains spent legendary actions at the start of its turn. Autohypnotic Healing. The psion regains 2d10 + 8 hit points Telekinetic Throw. The psion makes one telekinetic throw attack. Minor Psionics. The psion casts one of its innate, at-will spells.


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168 Nightmares ZepZeg: Masters of Perception This horse-sized creature has a newt-like head with a long, worm-like body that ends in a flexible tail. She wears rubber robes that hold tight to her body, with several large holes for her to extend variable limbs from her malleable form. Renowned throughout the interstellar races for their beauty, charm, and unflappable nature, the zepzeg are publicly welcomed with open arms by most other cultures. In their eons of existence, they have remained neutral and apart from the constant hot and cold wars of their brethren. They offer their services equally to all comers; their only requirement for commerce is payment of debts incurred. The zepzeg specialize in physical, cosmetic alterations on creatures with symmetrical physiologies. Requests and entreaties by entities whose basic forms do not adhere to these requirements are politely and firmly rebuffed by the zepzeg, who claim to possess no means of improving the appearance of such beings. Rumors swirl throughout the sector. Any creatures as beautiful, benevolent, and benign as the zepzeg must surely possess secrets and hidden flaws. Whatever those mysteries may be, they are well guarded by the zepzeg; vocal dissenters are invited for consultation to clear the air and invariably change their views as a result. Crystalline Lifeforms The zepzeg’s singular obsession with their concept of beauty is a religious imperative stemming from their crystalline nature. It is widely known that they are effectively immortal, and that they continue to grow via accretion throughout their existence. With growth comes efficiency of their internal neuro-electrical networks and thus improvements in their intellect, but their enhanced cognitive skills come at the cost of decreased mobility and increased fragility. To maintain the perfect ratio of physical and mental attributes, the zepzeg either reproduce through a complex, ritualistic process known as “the shattering”, or more commonly, they remove pieces of themselves. Over time, the self-excisement gained the religious and artistic significance it holds to this day. This concept of ruthlessly casting away those things that are not beautiful is the key to understanding the truth—and the horror—of the zepzeg. The Horror of the Zepzeg While the zepzeg are more beautiful and seemingly kind than the mi-go, they are far from benevolent, and as time goes on, it should be clear that their actions can be just as brutal and cruel. In their interaction with the gnorri, the zepzeg are essentially attempting to enslave and experiment upon an entire race of creatures they consider genetically inferior and ugly. This is fundamentally similar to the mi-go’s own cruel conquests, albeit with more attractive trappings. The PCs, particularly good-aligned ones, should be given reason to doubt the zepzeg, and perhaps even make dread checks about their own participation in their escalating slavery and genocide.


169 Nightmares ZepZeg Compere Those chosen to fill the role of compere are responsible for the entertainment of the zepzeg and their allies. Each compere provides an experience tailored to the tastes of their audience, as blood sports and their ilk are especially well-received across the worlds the zepzeg frequent. They are masters at reading a room, manipulating their audience, and whipping a crowd into a frenetic mob. The compere stands a full head taller than a typical human, with a perfectly formed face made all the more stunning by the lack of a mouth, nose, or eyes. Finely etched fractal patterns decorate the compere’s cheeks and chins before continuing around their mouth and up to their pate ZepZeg Compere Medium humanoid (zepzeg), chaotic neutral Armor Class 17 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 15 (+2) 13 (+1) 19 (+4) Saving Throws Wis +4, Cha +6 Skills Insight +3, Deception +4, Performance +6 Damage Vulnerabilities bludgeoning Damage Resistances cold, psychic, slashing and piercing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned Senses blindsight 5 ft., passive Perception 11 Languages Common, Zepzeg Challenge 3 (700 XP) Ancestral Recall. As an action, the Zepzeg compere can enter a trancelike state in which they are able search through the hardcoded memories of their predecessors for tidbits of knowledge. While in this trance, they are incapacitated but can make Intelligence checks, which have advantage Immutable Form. The Zepzeg compere is immune to any spell or effect that would alter their form. Insightful. Attempts to deceive, lie, or otherwise manipulate the Zepzeg compere via non-magical means are made with disadvantage. Actions Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the Zepzeg compere hits a target with their baton, they may use their bonus action to trigger a discharge (as outlined below). Discharge (recharge 5-6). The Zepzeg compere’s body naturally creates and stores electrical charges which they can release as an action. Each creature in a 10-foot-radius sphere centered on The Zepzeg compere must make a DC 13 Constitution saving throw. A creature takes 13 (3d8) electrical damage on a failed save, or half as much on a successful one.


170 Nightmares ZepZeg Sculptor Also known as pluralists, Zepzeg sculptors occupy a position of religious and economic significance in zepzeg culture. As a religious icon, the sculptor is the epitome of beauty as the zepzeg define it, and their purpose is to evangelize their perspective to all comers. This includes assuming the role of administrator of the countless parlors in which the zepzeg peddle their enhancements and modifications to the masses. The sculptor’s current physical form has been designed to optimize their appeal to the party. Their pearlescent skin accentuates perfect curves, lithe limbs, and delicate features. ZepZeg Sculptor Medium humanoid (zepzeg), lawful neutral Armor Class 18 (natural armor) Hit Points 82 (15d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 13 (+1) 14 (+2) 12 (+1) 20 (+5) Saving Throws Int +5, Wis +4, Cha +8 Skills Deception +8, Insight +4, Performance +8, Persuasion +8 Damage Vulnerabilities bludgeoning Damage Resistances cold, psychic, slashing and piercing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned Senses blindsight 5 ft., passive Perception 11 Languages Aklo, Common, Zepzeg Challenge 5 (1,800 XP) Ancestral Recall. As an action, the Zepzeg sculptor can enter a trancelike state in which they are able search through the hardcoded memories of their predecessors for tidbits of knowledge. While in this trance they gain the incapacitated condition and have advantage on Intelligence checks. Immutable Form. The Zepzeg sculptor is immune to any spell or effect that would alter their form. Insightful. Attempts to deceive, lie, or other manipulate the Zepzeg sculptor via non-magical means are made with disadvantage. Actions Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the Zepzeg sculptor hits a target with their baton, they may use their bonus action to trigger a discharge (as outlined below). Discharge (recharge 5-6). The Zepzeg sculptor’s body naturally creates and stores electrical charges which they can release as an action. Each creature in a 10-foot-radius sphere centered on the Zepzeg sculptor must make a DC 14 Constitution saving throw. A creature takes 13 (3d8) electrical damage on a failed save, or half as much on a successful one.


171 Nightmares ZepZeg Sec The same size and build as an orc, sec stand apart from their brethren, charged with protecting the zepzeg and their property throughout their territory. Aside from their obvious physical attributes they have an integral mesh dermal implant that turns their exterior to a matte grey. The zepzeg understand that beauty, prosperity, and neutrality come at a price. The sec are their response to the actions of less civilized cultures that threaten their authority in their territory. These sec have sacrificed a portion of their perfection to defend their brethren and fight with the ferocity of a zealot. ZepZeg Sec Medium humanoid (zepzeg), lawful neutral Armor Class 18 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 11 (+0) 10 (+0) 12 (+1) Saving Throws Str +6 Skills Athletics +6, Intimidation +2, Perception +4 Damage Resistances cold, psychic; slashing and piercing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned Senses blindsight 5 ft., passive Perception 14 Languages Common, Zepzeg Challenge 4 (1,100 XP) Ancestral Recall. As an action, sec can enter a trancelike state in which they are able search through the hardcoded memories of their predecessors for tidbits of knowledge. While in this trance, they are incapacitated but can make Intelligence checks, which have advantage. Enmeshed. Sec have been modified with an integrated system of high-tensile strength, super-conductive mesh that serves the dual purpose of mitigating their innate susceptibility to blunt force trauma and improving their ability to conduct electricity. Immutable Form. Sec are immune to any spell or effect that would alter their form. Insightful. Attempts to deceive, lie, or other manipulate sec via non-magical means are made with disadvantage. Actions Multiattack. The sec makes three attacks with its baton. Baton. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the sec hits a target with their baton, they may use their bonus action to trigger a discharge (as outlined below). Discharge. Sec bodies naturally create and store an electrical charge which they can release as an action. Each creature in a 10-foot-radius sphere centered on the sec must make a DC 14 Constitution saving throw. A creature takes 13 (3d8) electrical damage and is stunned until the end of their next turn on a failed save, or half as much damage and no stun on a successful one.


172 Nightmares ZepZeg Tek The tek’s only purpose is to create, use, and repair the zepzeg’s advanced technology—a task they excel at and one that is fundamental to the zepzeg empire’s continued existence. Despite their presence in all zepzeg facilities outsiders rarely interact directly with one. Tek are shorter than their contemporaries, though they are equally massive. Simpler and more austere in comparison to sec, all tek are identical excepting the etchings on their heads. ZepZeg Tek Medium humanoid (zepzeg), lawful neutral Armor Class 16 (natural armor) Hit Points 51 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 9 (–1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) Damage Vulnerabilities bludgeoning Damage Resistances cold, psychic; slashing and piercing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned Senses blindsight 5 ft., passive Perception 10 Languages Common, Zepzeg Challenge 1 (200 XP) Ancestral Recall. As an action, the tek can enter a trancelike state in which they are able search through the hardcoded memories of their predecessors for tidbits of knowledge. While in this trance, they are incapacitated but can make Intelligence checks, which have advantage. Immutable Form. A tek is immune to any spell or effect that would alter their form. Actions Baton. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the hits a target with their baton, the tek may use their bonus action to trigger a discharge (as outlined below). Discharge (recharge 5-6). Tek bodies naturally create and store an electrical charge that they can release as an action. Each creature in a 10-foot-radius sphere centered on the tek must make a DC 12 Constitution saving throw. A creature takes 13 (3d8) electrical damage on a failed save, or half as much on a successful one.


173 Nightmares Zoog Shadow Protector As their name implies, zoog shadow protectors work on the edges and in the darkness of zoog society. Like grove keepers, shadow protectors are dedicated to keeping their communities safe. Protectors differ from keepers, however—they are secretive and surreptitious defenders where grove keepers are often the face of the tribe, publicly defending and dealing with overt threats. Shadow protectors are master negotiators, infiltrators, and larcenists. Most have no time or interest in the niceties of non-zoog society, and take the most direct route to keep their fellow zoogs safe from outside threats. Zoog Shadow Protector Small humanoid (zoog), chaotic neutral Armor Class 15 (18 with mage armor) Hit Points 82 (15d6 + 30) Speed 25 ft., burrow 10 ft., climb 25 ft. STR DEX CON INT WIS CHA 8 (–1) 20 (+5) 14 (+2) 13 (+1) 16 (+3) 8 (–1) Saving Throws Dex +8, Int +4, Wis +4 Skills Acrobatics +8, Investigation +7, Perception +9, Stealth +11, Sleight of Hand +8, Yog-Sothothery +9 Senses darkvision 60 ft., passive Perception 19 Languages Common, Aklo, Deep Speech, Zoog Challenge 5 (1,800 XP) Corporeal Dreamer. As an action, the zoog shadow protector can will themselves to sleep and physically enter the Dreamlands. Cunning Action. The zoog shadow protector can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide actions. Evasion. When the zoog shadow protector is subject 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. Pouches. The zoog shadow protector has two small pouches, each of which can fit a palm-sized object. They use the Use an Object action to retrieve an object from this pouch as a bonus action using their tail or facial tentacles. Sneak Attack (1/turn). The zoog shadow protector deals an extra 21 (6d6) damage when they hit a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and they do not have disadvantage on the attack roll. Spellcasting. The zoog shadow protector is a 7th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). They have the following spells prepared.. Cantrips (at will): mage hand, mending, poison spray 1st level (4 slots): alarm, create or destroy water, longstrider, thunderwave 2nd level (3 slots): barkskin, find traps, pass without trace, silence 3rd level (3 slots): dispel magic, elder sign (SPCM 102), gaseous form, nondetection 4th level (1 slot): freedom of movement Trap Culture. Whenever the zoog shadow protector makes an ability check with artisan’s tools to create a trap or with thieves’ tools to disable a trap, they are considered proficient with the tool. Whenever the zoog shadow protector makes a saving throw against a trap, they are considered proficient in the saving throw. Actions Multiattack. The zoog shadow protector makes three attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Obsidian Dagger +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Adamantine Darts. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage and 7 (2d6) poison damage. Reactions Uncanny Dodge. The zoog shadow protector halves the damage that they take from an attack that hits them. They must be able to see the attacker.


174 Monsters by CR CR 0 Dinosaur, Pterodactyl. . . . . . . . . . . . . . . . . . . . . . . . . . 49 CR 1/8 Flesh Fly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Tar Zombie Goblin. . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 CR 1/4 Flesh Fly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Tar Zombie Goblin. . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 CR 1/2 Cat in the Waking World. . . . . . . . . . . . . . . . . . . . . . . . 12 Deep One Barracuda. . . . . . . . . . . . . . . . . . . . . . . . . . .20 Dinosaur, Thalassodromeus. . . . . . . . . . . . . . . . . . . . 54 Dinosaur, Velociraptor. . . . . . . . . . . . . . . . . . . . . . . . . 56 First Mate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Giant Hermit Crab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Gibbering Mouthling. . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Naked Ice Borer Queen. . . . . . . . . . . . . . . . . . . . . . . 116 Root Crawler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 CR 1 Bodyguard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Cleanser. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Deep One Hybrid Ape. . . . . . . . . . . . . . . . . . . . . . . . . . 24 Dinosaur, Lambeosaurus. . . . . . . . . . . . . . . . . . . . . . . 47 Dinosaur, Teleporting Velociraptor. . . . . . . . . . . . . . . 53 Dreamlands Skeleton. . . . . . . . . . . . . . . . . . . . . . . . . . 60 Grey. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Martian Dreamlands Cat. . . . . . . . . . . . . . . . . . . . . . 109 Mi-Go Drone. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Mi-Go Scholar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Riding Croc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Serpentfolk, Debased. . . . . . . . . . . . . . . . . . . . . . . . . 133 Tiefling Duelist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 Tunneler Beetle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 Zepzeg Tec. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 CR 2 Biter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Corpse Ooze. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Deep One Hammerhead. . . . . . . . . . . . . . . . . . . . . . . . 23 Devil’s Coach Beetle. . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Dinosaur, Dilophosaurus. . . . . . . . . . . . . . . . . . . . . . . 41 Dinosaur, Hatzegopteryx. . . . . . . . . . . . . . . . . . . . . . . 44 Dinosaur, Pachycephalosaurus. . . . . . . . . . . . . . . . . . 48 Dreamlands Skeleton Warrior. . . . . . . . . . . . . . . . . . 62 Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Eldritch Ouma. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Half-elf Warlock Rogue. . . . . . . . . . . . . . . . . . . . . . . . . 94 Human Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Kicker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Recon Walker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 Shoggoth Tendril. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Walker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Wheezing Man. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 CR 3 Animated Amalgam. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Burrowing Mindspider. . . . . . . . . . . . . . . . . . . . . . . . . 10 Deep One Hybrid Constrictor Snake. . . . . . . . . . . . . 29 Deep One Touched Captain. . . . . . . . . . . . . . . . . . . . . 32 Deep One Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Dinosaur, Ankylosaurus. . . . . . . . . . . . . . . . . . . . . . . . 37 Dinosaur, Chasmosaurus. . . . . . . . . . . . . . . . . . . . . . . 40 Dinosaur, Kentrosaurus. . . . . . . . . . . . . . . . . . . . . . . . 46 Dinosaur, Tar-Zombie Kentrosaurus. . . . . . . . . . . . . 52 Dreamlands Skeleton Mage. . . . . . . . . . . . . . . . . . . . 61 Giant Eeel of R’lyeh. . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Messenger of Bastet. . . . . . . . . . . . . . . . . . . . . . . . . . 110 Phorid Fly, Gian. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Priest of Ghatanathoa. . . . . . . . . . . . . . . . . . . . . . . . . 123 Ravager Ghoul. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Serpentfolk, Dinosaur Rider. . . . . . . . . . . . . . . . . . . 135 Zepzeg Compere. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 CR 4 Deep One Packmaster. . . . . . . . . . . . . . . . . . . . . . . . . 30 Dinosaur, Camarasaurus. . . . . . . . . . . . . . . . . . . . . . . 39 Dinosaur, Electro-Tank Ankylosaurus. . . . . . . . . . . . . 43 Dinosaur, Pterosentry. . . . . . . . . . . . . . . . . . . . . . . . . . 50 Dinosaur, Yig-Touched Dilophosaurus. . . . . . . . . . . . . . 41 Grasping Claw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Grey Scientist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Mark IX Vigil. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Phagus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Priest of Light. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Serpentfolk, Trapper. . . . . . . . . . . . . . . . . . . . . . . . . . 142 Witch of Ghatanathoa. . . . . . . . . . . . . . . . . . . . . . . . . 163 Zepzeg Sec. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Monsters by CR


175 Monsters by CR CR 5 Anchorite. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Captain of the Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Dinosaur, Allosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Dinosaur, Therizinosaurus. . . . . . . . . . . . . . . . . . . . . . 55 Flesh Golem, Tcho-Tcho. . . . . . . . . . . . . . . . . . . . . . . . 75 Ghoul Aristocrat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Ghoul Berserker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Ratbatspider. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Serpentfolk, Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . 143 Tcho-Tcho Okkator Assassin. . . . . . . . . . . . . . . . . . . 156 Walking Dream. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 Zepzeg Sculptor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169 Zoog Shadow Protector. . . . . . . . . . . . . . . . . . . . . . . 172 CR 6 Chosen of Cthugha. . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Dahg Gahdohl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Deep One Hybrid Giant Shark. . . . . . . . . . . . . . . . . . 28 Dinosaur, Eldritch Host Allosaurus. . . . . . . . . . . . . . 42 Dinosaur, Siege-Claw Therizinosaurus. . . . . . . . . . . . . .51 Eldritch Elemental. . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 Flesh Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Gnorri Cultist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Gyslauger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 High Priest of Light. . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Kaiju (special, see entry). . . . . . . . . . . . . . . . . . . . . . 102 Serpentfolk, Lightning Warrior. . . . . . . . . . . . . . . . . 138 Serpentfolk, Priest of Yig. . . . . . . . . . . . . . . . . . . . . . 140 Shambling Abattoir. . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Swarm, Cleanser. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 Vigintipod. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 CR 7 Cthugha-corrupted Earth Elemental. . . . . . . . . . . . . 18 Dinosaur, Hunter-Killer Allosaurus. . . . . . . . . . . . . . 36 Gnorri Chieftain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Priestess of Bastet. . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 Serpentfolk, Infiltrator. . . . . . . . . . . . . . . . . . . . . . . . 136 CR 8 Deep Slug Swarm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Dinosaur, Argentinosaurus. . . . . . . . . . . . . . . . . . . . . 38 True Serpentfolk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 CR 9 Nohestan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 CR 10 Dream Piper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Elder Thing Sarcomancer. . . . . . . . . . . . . . . . . . . . . . 68 Hulking Proto-Shoggoth. . . . . . . . . . . . . . . . . . . . . . . . 96 Serpentfolk, Wizard. . . . . . . . . . . . . . . . . . . . . . . . . . 144 CR 12 Bghaggua. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Deep One Elder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Mi-Go Warlock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 The Ripper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 CR 13 Deep One Hybrid Menticidist. . . . . . . . . . . . . . . . . . . 26 Serpentfolk General. . . . . . . . . . . . . . . . . . . . . . . . . . 133 CR 14 Yithian Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 CR 15 Yithian General. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164 CR 16 Lloigor, Dracoform. . . . . . . . . . . . . . . . . . . . . . . . . . . 105 CR 18 Hunting Horror Bound Eremite. . . . . . . . . . . . . . . . 100 CR 19 Chosen of Yig. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Elder Shoggoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 CR 22 Atomic Colossus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4


176 Open Game License The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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178 Open Game License In The Big Sleep, a Cthulhu Mythos 5th edition D&D campaign, you and your fellow heroes are caught between the religious police and a cabal of hidden cultists. You must unravel the truth before an eldritch horror is unleashed, and the ultimate abomination, Tsathoggua, rises above the city! Fresh Mythos RPG Horror Delivered to your Doorstep... EVERY MONTH for only $25/mo with FREE SHIPPING! Find out more at: www.cthulhusagas.com


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