46 Nightmares Dinosaur, Kentrosaurus The kentrosaurus is a smaller dinosaur than its more recognizable cousin, the stegosaurus. It has parallel rows of bony plates along its humped back, elongating and transitioning to conical spikes over its hips and down its tail. This herbivore bristles with defenses: its tail spikes are over a foot long, and its defensive shoulder spikes are even longer. The creature is more than 15 feet long from snout to tail and stands 3 feet high at the shoulder. This lumbering, hump-backed reptile sports a double row of spines and diamond-shaped plates along its back. Its heavy tail is tipped with a splay of foot-long spikes, and two even longer spikes jut out from its shoulders. Dinosaur, Kentrosaurus Large beast, unaligned Armor Class 13 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 9 (−1) 16 (+3) 2 (−4) 11 (+0) 5 (−3) Senses passive Perception 10 Languages – Challenge 3 (700 XP) Actions Shoulder Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Reactions Brace. When a creature moves to within 5 feet of the kentrosaurus and makes an attack against it, the kentrosaurus makes a shoulder spike attack against that creature.
47 Nightmares Dinosaur, Lambeosaurus Huge beast, unaligned Armor Class 13 (natural armor) Hit Points 34 (4d12 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 2 (–4) 12 (+1) 6 (–2) Skills Perception +3 Senses passive Perception 13 Languages – Challenge 1 (200 XP) Wary. Lambeosaurus has advantage on initiative checks. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
48 Nightmares Dinosaur, Pachycephalosaurus Large beast, unaligned Armor Class 14 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 2 (–4) 11 (+0) 5 (–3) Damage Resistances bludgeoning from nonmagical attacks Senses passive Perception 10 Languages – Challenge 2 (450 XP) Charging Headbutt. If the pachycephalosaurus moves at least 20 feet straight toward a creature and then hits it with a headbutt attack on the same turn, the pachycephalosaurus rolls damage dice twice for the headbutt attack and that target must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Dinosaur, Pachycephalosaurus This dinosaur uses its thick dome-like skull as a battering ram to smash into rivals or predators. This swift, bipedal creature runs with its body horizontal, its head lowered and its stiff tail sticking out behind it. It is crowned with a dome of thick bone surrounded by spiky nodules.
49 Nightmares Dinosaur, Pterodactyl The pterodactyl is a small primeval flying reptile with a wingspan up to three-and-a-half feet. It can walk awkwardly on the ground using its feet and wings, but it is a swift and agile flyer. Pterodactyls use their long, tapering beaks filled with dozens of small, conical teeth to snatch up fish, insects, and small animals. A flying reptile the size of a hawk, covered in feather-like down with leathery wing membranes. Its long, toothy beak is topped with a colorful fin-shaped crest. Dinosaur, Pterodactyl Tiny beast, unaligned Armor Class 10 Hit Points 2 (1d4) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 4 (−3) 16 (+3) 10 (+0) 2 (−4) 13 (+1) 8 (−2) Skills Perception +3 Senses passive Perception 13 Languages – Challenge 0 (10 XP) Flyby. The pterodactyl doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
50 Nightmares Dinosaur, Pterosentry A pteranodon heavily modified with biological and mechanical parts, this flying creature serves as a living sentry for yithian security outposts. With enhanced senses and an implanted high-energy laser gun, a pterosentry identifies and eliminates threats quickly and efficiently. This leather-winged reptilian creature is a blend of biology and technology. Of its two heads, one sports a long, sharp beak while the other hosts a cluster of five black eyes. Protruding from its gaunt chest is a metal cylinder covered with veins and set with crystal disks that pulse with blue light. Dinosaur, Pterosentry Large monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 71 (11d10 + 11) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 13 (+1) 4 (–3) 16 (+3) 5 (–3) Skills Perception +7 Senses darkvision 120 ft., passive Perception 17 Languages Yithian (can’t speak) Challenge 4 (1,100 XP) Flyby. The pterosentry doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Raise the Alarm. All pterosentries within 500 feet of each other act on the highest initiative from among their rolls. Actions Multiattack. The pterosentry makes two melee or two ranged attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 +3) piercing damage. Laser. Ranged Weapon Attack: +5 to hit, range 80/160 ft., one target. Hit: 16 (3d10) radiant damage.
51 Nightmares Dinosaur, Siege-Claw Therizinosaurus Siege-Claw Therizinosaurus. This lumbering dinosaur has been transformed through yithian cybernetic implants into a living siege weapon. Its thick body is plated with scales of steel-ceramic composite armor, allowing it to shrug off attackers, and its powerful claws have been reinforced with adamantine and a kinetic overdrive engine, letting it shred through stone and send enemies flying. This gigantic reptile has sweeping arms ending in meter-long adamantine claws that crackle with energy. Its long neck holds aloft a small head with a toothless beak, and its distended gut bulges out between its two sturdy legs. Its shaggy coat of long feathers is partially obscured by plates of ceramic armor and yithian machinery. Dinosaur, Siege-Claw Therizinosaurus Huge beast, unaligned Armor Class 16 (natural armor) Hit Points 114 (12d12 + 36) Speed 20 ft. STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 17 (+3) 4 (–3) 11 (+0) 9 (–1) Damage Resistances lightning Senses passive Perception 10 Languages – Challenge 6 (2,300 XP) Control Chip. The dinosaur obeys to the best of its ability the most recent command issued to it telepathically by a yithian. Each time the creature takes lightning or psychic damage, roll a d%. If the result is equal to or lower than the damage dealt, the control chip is destroyed; the dinosaur is freed from yithian control and likely to lash out in confusion at the nearest creature. Actions Multiattack. The therizinosaurus makes two adamantine claw attacks. Adamantine Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage and the target must succeed on a DC 13 Strength saving throw or be pushed 10 feet away and knocked prone. If the therizinosaurus scores a critical hit, it rolls damage dice three times instead of twice. Attacks that hit structures or objects are automatic critical hits.
52 Nightmares Dinosaur, Tar-Zombie Kentrosaurus Large undead, neutral evil Armor Class 11 (natural armor) Hit Points 85 (9d10 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 7 (−2) 18 (+4) 2 (−4) 6 (−2) 5 (−3) Saving Throws Wis +0 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities poisoned Senses passive Perception 8 Languages – Challenge 3 (700 XP) Adhesive. The tar-zombie kentrosaurus adheres to anything it touches. A Medium or smaller creature adhered to the tar-zombie kentrosaurus is also grappled by it (escape DC 14). When a creature makes a successful melee weapon attack against the tar-zombie kentrosaurus, 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 kentrosaurus ignores difficult terrain created by tar pits and can never be restrained by tar pits. The tar-zombie kentrosaurus does not take fire damage from heat sources such as tar pits, only from open flames. 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: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Shoulder Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Tar Belch (Recharge 6). The tar-zombie kentrosaurus expels a blast of hot tar from its gullet in a 10-foot cone. All creatures within the area must make DC 14 Dexterity saving throws, taking 18 (4d8) fire damage and becoming restrained on a failure, or taking half as much damage on a success. A DC 14 Strength check made as an action frees a restrained creature. Reactions Brace. When a creature moves to within 5 feet of the tar-zombie kentrosaurus and makes an attack against it, the tar-zombie kentrosaurus makes a shoulder spike attack against that creature. This is the tar-covered corpse of a hulking reptile with a double row of spines and diamond-shaped plates running along its humped back. Its limber tail bears spikes over a foot long, and two even longer spikes protrude from its shoulders.
53 Nightmares Dinosaur, Teleporting Velociraptor Tiny beast, unaligned Armor Class 14 (natural armor) Hit Points 28 (8d4 + 8) Speed 40 ft. STR DEX CON INT WIS CHA 6 (–2) 16 (+3) 12 (+1) 3 (–4) 13 (+1) 8 (–1) Saves Dex +5 Skills Perception +3 Senses passive Perception 13 Languages – Challenge 1 (200 XP) Aggressive Attacks. If the velociraptor hits with one or more of its melee weapon attacks on its turn, as a bonus action it can repeat one of those attacks on the same target. Control Chip. The dinosaur obeys to the best of its ability the most recent command issued to it telepathically by a yithian. Each time the creature takes lightning or psychic damage, roll a d%. If the result is equal to or lower than the damage dealt, the control chip is destroyed; the dinosaur is freed from yithian control and likely to lash out in confusion at the nearest creature. Evasion. If the velociraptor is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the velociraptor instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Pack Tactics. The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The velociraptor makes two attacks: one with its bite and one with its claw. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target is grappled (escape DC 13). Until the grapple ends, the target is restrained if it is Small or smaller, and the velociraptor can’t attack another target. Teleport (Recharge 4-6). The velociraptor magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the velociraptor can make one melee weapon attack. Dinosaur, Teleporting Velociraptor Teleporting Velociraptor. This velociraptor has been modified with yithian technology, making it faster and more aggressive. Most notably, an experimental blink engine has been implanted in its torso, allowing it to repeatedly teleport short distances. This makes the tiny predator’s movements completely unpredictable. This small, feathery dinosaur is under two feet tall, with sickle-shaped toe-claws and a mouth lined with curved teeth. Machinery embedded in its torso surrounds the beast with a crackling blue nimbus.
54 Nightmares Dinosaur, Thalassodromeus This pterosaur stands as tall as a human, with a beaky head over 4 feet long and topped with a huge crest like a shark’s fin. It is equally at home soaring through the air on its 15-foot wingspan or hunting prey while walking on its wing-claws and hindlimbs. Unlike many smaller pterosaurs, thalassodromeus doesn’t just eat fish and insects: it is a true hunter that can even take down prey of its own size. The flying reptile has a massive head dominated by huge red crest rising like a sail and tapering off to a forked point. The creature’s body is covered with downy feathers, and its long beak is lined with sharp teeth. Thalassodromeus Medium beast, unaligned Armor Class 13 Hit Points 18 (4d8) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 11 (+0) 2 (−4) 10 (+0) 7 (−2) Skills Perception +2 Senses passive Perception 12 Languages – Challenge 1/2 (100 XP) Flyby. The thalassodromeus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
55 Nightmares Dinosaur, Therizinosaurus Although awkward looking with its oversized belly, simian arms, and shaggy feathers, this massive dinosaur is more than capable of defending itself. It may be slow and lumbering, but its scythe-like claws can eviscerate potential predators just as easily as they can grasp tree branches to gain access to the nutritious leaves it eats. This gigantic reptile has sweeping arms ending in meter-long claws. Its long neck holds aloft a small head with a toothless beak, and its distended gut bulges out between its sturdy legs. A shaggy coat of long feathers gives this awkward creature a rough, disheveled appearance. Dinosaur, Therizinosaurus Huge beast, unaligned Armor Class 13 (natural armor) Hit Points 95 (10d12 + 30) Speed 20 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 17 (+3) 2 (–4) 11 (+0) 9 (–1) Senses passive Perception 10 Languages – Challenge 5 (1,800 XP) Actions Multiattack. The therizinosaurus makes two claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the therizinosaurus scores a critical hit, it rolls damage dice three times instead of twice.
56 Nightmares Velociraptor Tiny beast, unaligned Armor Class 13 Hit Points 17 (5d4 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 6 (−2) 16 (+3) 12 (+1) 3 (−4) 13 (+1) 8 (−1) Skills Perception +3 Senses passive Perception 13 Languages – Challenge 1/2 (100 XP) Pack Tactics. The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The velociraptor makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target is grappled (escape DC 13). Until the grapple ends, the target is restrained if it is Small or smaller, and the velociraptor can’t attack another target. Dinosaur, Velociraptor The velociraptor is a small, predatory dinosaur that uses its powerful foot-claws to grasp and overpower its prey. It is covered in feathers, with particularly long feathers on its arms and its stiff tail. This small, feathery dinosaur is less than 2 feet tall, and its long tail sticks out stiffly behind it. It has sickle-shaped claws on its feet and a narrow mouth lined with dozens of tiny, curved teeth.
57 Nightmares Yig-Touched Dilophosaurus Large beast, unaligned Armor Class 15 (natural armor) Hit Points 76 (9d10 + 27) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 17 (+3) 2 (–4) 12 (+1) 13 (+1) Damage Immunities poison Condition Immunities poisoned Senses passive Perception 11 Languages – Challenge 4 (1,100 XP) Pounce. If the dilophosaurus moves at least 20 feet straight toward a Large or smaller creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the dilophosaurus can make one bite attack against it as a bonus action. Actions Multiattack. The dilophosaurus either makes a spit venom attack, a claw attack, and a bite attack, or it makes two claw attacks and a bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Spit Venom. Ranged Weapon Attack: +5 to hit, range 10/30 ft., one creature. Hit: 9 (2d8) poison damage and the target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success. Dinosaur, Yig-Touched Dilophosaurus Already a swift and deadly predator, the dilophosaurus grows even more fearsome and terrifying with the blessing of Yig. The creature has been transformed under the gaze of the Father of Serpents, taking on ophidian characteristics like a cobra’s hood and the ability to spit venom. This predatory dinosaur has smooth, orange spotted skin, a double crest on its head, and a sinuous neck that expands outward like the hood of a viper.
58 Nightmares Dream Piper When a person dies in their sleep, they sometimes leave behind a residue, or echo, forever doomed to wander the Dreamlands disconnected from their body. Although most such unfortunate soul splinters eventually fade into oblivion, others find themselves lured and then enslaved by the music of a dream piper. A dream piper uses these captive dreamers to slip into the waking world, often through the dreams of loved ones left behind. Once a dream piper manifests in our reality, it blurs the veil between this world and the Dreamlands to allow it to exist here. The longer a dream piper dwells among the living, the more warped and nightmarish our world becomes. In time, these changes become permanent. The apparition before you flickers in and out of sight as its form and appearance change. One moment you see a loved one you haven’t seen in years, the next moment you see the last person to die at your hands, then you see someone else altogether. For brief moments between transformations, the creature appears as a wizened old man, frail of limb but with a malevolent smile upon its face. It lifts an ivory flute to its lips and plays a haunting melody.
59 Nightmares Dream Piper Medium fey, neutral evil Armor Class 16 (natural armor) Hit Points 82 (15d8 + 15) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 17 (+3) 18 (+4) 21 (+5) Saving Throws Wis +8, Cha +9 Skills Deception +9, Intimidate +9, Perception +8, Sleight of Hand +5, Stealth +5 Damage Immunities cold, necrotic, poison Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 18 Languages All, Telepathy 120 ft. Challenge 10 (5,900 XP) Innate Spellcasting. The dream piper’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect thoughts, minor illusion, phantasmal force 3/day each: major image, phantasmal killer, sleep 1/day each: dream, hallucinatory terrain, hypnotic pattern, programmed illusion Dreamscape. Each round as a bonus action, the dream piper can warp reality around it to a range of 120 feet in one of the ways listed below. These alterations feel, look, and smell real. Each alteration remains for 1 minute before dissipating, although the dream piper can end any alteration as a bonus action. It can allow any number of affected creatures to ignore these alterations and be unaffected by them. It turns areas of the ground into any harmless substance, such as shallow water, snow, mud, ice, blood, or rock. The spaces it chooses become difficult terrain. It creates nonmagical walls of any harmless substance, such as sand, stone, wood, brick, ice, or flesh. The walls are 6 inches thick and composed of up to ten 10-footby-10-foot panels. Each panel must be contiguous with at least one other panel. The dream piper cannot place walls in occupied spaces, but it can create walls to surround creatures. If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a DC 17 Dexterity saving throw. On a success, the creature can use its reaction to move up to its speed so that it is no longer enclosed by the wall. It creates up to a 60-foot-radius sphere of fog, smoke, or mist centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It cannot be dispersed by wind. Life Sense. The dream piper can sense the location of any living creature within 120 feet of it. It cannot sense constructs or undead. Magic Resistance. The dream piper has advantage on saving throws against spells and other magical effects. Misty Form. While in dim light or darkness, the dream piper can take the Hide action as a bonus action. If the dream piper does not move on its turn while in dim light or darkness, any creature has disadvantage on attack rolls against it. Actions Psychic Shock. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage, and the target must succeed on a DC 17 Wisdom saving throw or become frightened of the dream piper for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. Somnambulent Piping. The dream piper plays a dirge. Any creature within 60 feet that can hear the dream piper must make a DC 17 Wisdom saving throw or fall asleep. A sleeping creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Another creature can use their action to attempt to wake a comrade, allowing the sleeping creature to attempt another save. Constructs, undead, and creatures immune to sleep ignore this effect. Spectral Dreamers (Recharge 5-6). The lost dreamers enslaved by the dream piper obey his commands and unleash a psychic barrage in a 60-foot cone. Each creature in the area of effect must succeed on a DC 17 Wisdom saving throw or take 23 (4d8+5) psychic damage and be frightened of the dream piper for 1 minute. On a success, the target takes half damage and is not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
60 Nightmares Dreamlands Skeletons Dreamlands skeletons are psychically powered remnants of those who have died in the Dreamlands, distorted by nightmare forces beyond comprehension. They often have the hooves and horns of the Leng folk or the slithering tail and multiple arms of the gnorri. These undead creatures viciously attack Dreamers and other non-natives of the Dreamlands. They are even known to manifest in the waking world on rare occasions. Wreathed in black flame, a chattering skeleton bursts from the ground, irregular anatomy evident in its odd joints and extra bones. Dreamlands Skeleton Archer Medium undead, chaotic evil Armor Class 14 (studded leather) Hit Points 19 (3d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 15 (+2) 6 (–2) 12 (+1) 7 (–2) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned Senses passive Perception 11 Languages the languages it knew in life Challenge 1 (200 XP) Fear Gaze. As a bonus action, the skeleton turns its baleful gaze on one creature it can see within 30 feet of it. If the target can see the skeleton, the target must succeed on a DC 10 Wisdom saving throw or be frightened of the skeleton for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success. Creatures that successfully save against this effect are immune to that skeleton’s fear gaze for 24 hours. Feed on Fear. The skeleton has advantage on attack rolls against creatures that are frightened or suffering from dread. Regeneration. The skeleton regains 5 hit points at the start of its turn if it has at least 1 hit point. If the skeleton takes radiant damage or damage from holy water, this trait doesn’t function at the start of the skeleton’s next turn. Turning Defiance. The skeleton has advantage on saving throws against effects that turn or otherwise repel undead. Actions Multiattack. The skeleton makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
61 Nightmares Dreamlands Skeleton Mage Medium undead, chaotic evil Armor Class 12 (15 with mage armor) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+2) 14 (+2) 14 (+2) 6 (–2) 11 (+0) 16 (+3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned Senses passive Perception 10 Languages the languages it knew in life Challenge 3 (700 XP) Spellcasting. The skeleton is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): acid splash, chill touch, fire bolt, shocking grasp, true strike 1st level (4 slots): burning hands, lethargy of Tsathoggua (SPCM 106), mage armor 2nd level (3 slots): blur, darkness, scorching ray 3rd level (2 slots): fear, fireball, shrivel (SPCM 113) Fear Gaze. As a bonus action, the skeleton turns its baleful gaze on one creature it can see within 30 feet of it. If the target can see the skeleton, the target must succeed on a DC 10 Wisdom saving throw or be frightened of the skeleton for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success. Creatures that successfully save against this effect are immune to that skeleton’s fear gaze for 24 hours. Feed on Fear. The skeleton has advantage on attack rolls against creatures that are frightened or suffering from dread. Nightmare Magic. When the skeleton casts a spell that deals acid, cold, fire, or lightning damage, it can choose to deal either necrotic or psychic damage with that spell instead. Regeneration. The skeleton regains 5 hit points at the start of its turn if it has at least 1 hit point. If the skeleton takes radiant damage or damage from holy water, this trait doesn’t function at the start of the skeleton’s next turn. Turning Defiance. The skeleton has advantage on saving throws against effects that turn or otherwise repel undead. 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. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
62 Nightmares Dreamlands Skeleton Warrior Medium undead, chaotic evil Armor Class 18 (scale mail and shield) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 7 (–2) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned Senses passive Perception 9 Languages the languages it knew in life Challenge 2 (450 XP) Fear Gaze. As a bonus action, the skeleton turns its baleful gaze on one creature it can see within 30 feet of it. If the target can see the skeleton, the target must succeed on a DC 10 Wisdom saving throw or be frightened of the skeleton for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success. Creatures that successfully save against this effect are immune to that skeleton’s fear gaze for 24 hours. Feed on Fear. The skeleton has advantage on attack rolls against creatures that are frightened or suffering from dread. Regeneration. The skeleton regains 5 hit points at the start of its turn if it has at least 1 hit point. If the skeleton takes radiant damage or damage from holy water, this trait doesn’t function at the start of the skeleton’s next turn. Turning Defiance. The skeleton has advantage on saving throws against effects that turn or otherwise repel undead. Actions Multiattack. The skeleton makes two melee attacks or two ranged attacks. Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) piercing damage if used with two hands. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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64 Nightmares Druid Medium humanoid (human), neutral Armor Class 14 (hide; 16 with barkskin) Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 13 (+1) 12 (+1) 16 (+3) 13 (+1) Saving Throws Int +3, Wis +5 Skills Nature +3, Survival +5 Senses passive Perception 13 Languages Common, Druidic Challenge 2 (450 XP) Spellcasting. The druid is a 3rd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The druid has the following druid spells prepared: Cantrips (at will): druidcraft, mending, produce flame 1st level (4 slots): create or destroy water, cure wounds, entangle, thunderwave 2nd level (2 slots): animal messenger, barkskin, enhance ability, spider climb Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120, one target. Hit: 4 (1d4 + 2) bludgeoning damage. Druid Despite their reputation as peace-loving hermits who prefer the company of trees and animals, and who dwell alone as defenders of isolated wilderness areas, druids are as prone to vice and the pleasures of the flesh as anyone else. Some druids, especially those who choose to associate with dungeon-delvers and adventuring bands, continue to worship their nature spirits and cast the magic of the wilds, but also indulge in civilization’s vices wild romance, strong drink, gambling, and carousing. Such druids are no less respectful of nature, but have no aversion to associating with other like-minded companions, to engage in endless quests for fame and riches.
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66 Nightmares Elder Shoggoth Churning mounds of protoplasm and flesh, shoggoths were the weapons of the Elder Things, at least until they broke free and destroyed their masters. In these latter days, the shoggoth are all but extinct, until summoned again to commit horrors. Elder Shoggoth. The vastness of immortality allows some shoggoths to discover the teachings of Ubbo-Sathla, the Tome Keeper and Unbegotten Source. These oozes, known as Elder Shoggoths, are a power unto themselves, and the few madmen aware of their existence believe them to be the result of shoggoths reading a Tablet of the Gods. Regardless of the source of their ascendancy, their intellect and eldritch powers are unmatched. When attempting to control an elder shoggoth with a shoggoth twsha (SPCM 130), the DC is 21 to maintain control and 23 to re-establish control. The sheer magnitude, composition, and exudative corruption of the unspeakably terrifying ooze threatens to shatter the psyche of all in its presence. Its appalling visage is matched by the putrescent cloud surrounding its bulk. Simultaneously exuding the odors of birth, life, and death, the elder shoggoth is a thing of clashing nightmares.
67 Nightmares Shoggoth, Elder Gargantuan ooze, chaotic evil Armor Class 17 (natural armor) Hit Points 330 (20d20 + 120) Speed 40 ft., climb 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 27 (+8) 19 (+4) 23 (+6) 18 (+4) 19 (+4) 21 (+5) Saving Throw Wis +10, Cha +11, Int +10 Skills Arcana +10, Perception +16, Religion +10, Yog-Sothothery +16 Damage Resistances acid, bludgeoning, fire, piercing, slashing Damage Immunities cold, thunder Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone, stunned Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 26 Languages Aklo, Common, and two others of the GM’s choice Challenge 19 (22,000 XP) Legendary Resistance (3/day). If the elder shoggoth fails on a saving throw, it can choose to succeed instead. Innate Spellcasting. The elder shoggoth’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch, hideous laughter, minor illusion, poison spray, ray of enfeeblement 3/day each: enlightenment of the blink idiot god (SPCM 102), eyebite, mass suggestion, wave of oblivion (SPCM 116) 1/day each: feeblemind, gate, pipes of madness (SPCM 110) Amorphous. The elder shoggoth can move through a space as narrow as 5 feet without squeezing. Consume. The elder 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 elder shoggoth, and takes 21 (6d6) acid damage at the start of each of the elder shoggoth’s turns. An engulfed creature can try to escape by using its action to make a DC 18 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the elder shoggoth. A creature within 5 feet of the elder shoggoth can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 18 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. The shoggoth can hold up to two Huge creatures or up to eight Large or smaller creatures inside it at a time. Magic Resistance. The elder shoggoth has advantage on saving throws against spells and other magical effects. Regeneration. The elder shoggoth regains 20 hit points at the start of its turn if it has at least 1 hit point. Spider Climb. The elder shoggoth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The shoggoth can use its Tekeli-li. It then makes three attacks with its pseudopods. Pseudopod. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 21 (3d8 + 8) bludgeoning, piercing, or slashing damage (shoggoth’s choice) plus 7 (2d6) acid damage and must succeed a DC 19 Intelligence saving throw or be magically charmed by the elder shoggoth’s countenance until the start of the next turn. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength or Dexterity saving throw or be consumed (see above). If this attack reduces the creature to 0 hit points, the target is instantly slain as the elder shoggoth destroys some vital aspect of its body (such as by plucking off its head or crushing its torso). Engulf. The elder shoggoth moves up to its speed. While doing so, it can enter Huge or smaller creatures’ spaces. Whenever the elder shoggoth enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a success, the creature can choose to be pushed 5 feet back or to the side of the elder shoggoth, avoiding the effect. If it fails the saving throw or succeeds but doesn’t choose to be moved, the creature takes 21 (3d8 + 8) bludgeoning damage and 7 (2d6) acid damage and is consumed by the elder shoggoth. Tekeli-li. Each creature of the elder shoggoth’s choice that is within 60 feet of the shoggoth that can hear it must succeed on a DC 18 Wisdom saving throw or become magically frightened for 1 minute. A creature immune to the frightened condition by virtue of a spell or class feature has that protection suppressed for 1 minute; it must make the saving throw normally. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If this second (or later) saving throw fails, the creature gains another level of dread that lasts for 1 minute (if your game uses dread) or gains a short-term madness (if not). If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the elder shoggoth’s Tekeli-li for the next 24 hours. Legendary Actions The elder shoggoth 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. The elder shoggoth regains spent legendary actions at the start of its turn. Cast a Spell. The elder shoggoth casts an at-will spell. Bud (Costs 2 actions). A formless spawn (SPCM 321) emerges from the writhing mass of the elder shoggoth. Tentacle. The elder shoggoth makes a pseudopod attack.
68 Nightmares Elder Thing Sarcomancer Sarcomancers are some of the foremost scientists and artists of Elder Thing civilization. They devote their massive, alien brains to the study of magic that alters and controls flesh, bending the living and the dead to their will. Their mastery of flesh-sculpting magic gives them an important role in the creation of shoggoths and other monstrous servants of the Elder Things. Sarcomancers are physically indistinguishable from other Elder Things; only their abilities mark them as different and all the more horrifying.
69 Nightmares Elder Thing Sarcomancer Medium aberration, lawful neutral Armor Class 16 (natural armor) Hit Points 157 (15d8 + 90) Speed 30 ft., fly 90 ft., swim 40 ft. STR DEX CON INT WIS CHA 17 (+3) 17 (+3) 22 (+6) 23 (+6) 18 (+4) 19 (+4) Saving Throws Int +10, Wis +8, Cha +8 Skills Animal Handling +10, Arcana +14, History +14, Nature +14, Religion +14, Yog-Sothothery +12 Damage Resistances bludgeoning, fire, slashing Damage Immunities cold Senses darkvision 60 ft., passive Perception 14 Languages Elder Thing, Mi-Go, Yithian Challenge 10 (5,900 XP) Spellcasting. The elder thing sarcomancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following Wizard spells prepared: Cantrips (at will): acid splash, mage hand, poison spray, ray of frost, shocking grasp 1st level (4 slots): color spray, false life, grease, lethargy of Tsathoggua (SPCM 106), mist of R’lyeh (SPCM 109) 2nd level (3 slots): acid arrow, blindness/deafness, hold person, mirror image 3rd level (3 slots): command of the bloody tongue (SPCM 96), green decay (SPCM 104), protection from energy, shrivel (SPCM 113) 4th level (3 slots): black tentacles, Orne’s black (SPCM 110), polymorph, remortification (SPCM 111), stoneskin 5th level (2 slots): cloudkill, cone of cold, melt flesh (SPCM 107), 6th level (1 slot): congeal formless spawn (SPCM 97), ferox (SPCM 102), flesh to stone Hibernation. See SPCM 307. Star Travel. The elder thing can survive and fly in space. Unbreathing. The elder thing doesn’t need to breathe. Void Sight. Magical darkness doesn’t impede the elder thing’s darkvision. Actions Multiattack. The elder thing makes up to six attacks: five with its arms (each against a different target) and one with its tentacles (any target within reach). Arms. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (5d4 + 3) bludgeoning damage. Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (5d10 + 3) bludgeoning damage. If the target is a Medium of smaller creature, it is grappled (escape DC 14). The grappled creature is restrained until the grapple ends. Reactions Reactive Spellcasting. When an opponent the elder thing sarcomancer can see moves or attacks, the sarcomancer casts one of its at-will spells.
70 Nightmares Eldritch Elemental An eldritch elemental is a force of deadly gamma radiation. Wherever it moves, life wilts and dies, leaving a path of uncaring devastation in its wake. Radiation can be contained and slowed by encasing it in large amounts of metal and minerals, though the elemental is capable of escaping from even the smallest holes. Searing white light emanates from this faceless, faintly humanoid shape; it is brightest at the figure’s core. The air around the creature bends with radiant energy and waves of intense heat. Eldritch Elemental Large elemental, unaligned Armor Class 14 Hit Points 119 (14d10 + 42) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 6 (-2) 10 (+0) 8 (-1) Saving Throws Con +6, Wis +3 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses passive Perception 10 Languages Aklo Challenge 6 (2,300 XP) Radiation Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 6 (1d12) radiant damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 6 (1d12) radiant damage and becomes vulnerable to radiant damage for one minute. A creature that starts or ends its turn in the elemental’s space takes 6 (1d12) radiant damage and must succeed on a DC 14 Constitution saving throw or become blinded until the end of its next turn. Illumination. The elemental sheds bright light in a 120-foot radius and dim light for another 120 feet. Metal and Mineral Susceptibility. For every pound of metal or minerals (such as dirt or stone) thrown into the elemental, it takes 1 damage. Actions Radiation Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) radiant damage. If the target creature is vulnerable to radiant damage and not immune to the poisoned condition, it also loses 1d4 points of Strength. Creatures reduced to 0 Strength this way die from radiation poisoning. Creatures may regain lost Strength via lesser restoration or any similar spell or ability that would cure the poisoned condition.
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72 Nightmares Eldritch Ouma This colony of pearly white coral first appears to be a blanket of humanoid teeth. Upon closer inspection, these dentoid organisms are constantly moving, chattering with the gentle flow of the current. Eldritch Ouma are one of over a million forms of coral native to the methane seas of Thog. While their psychic nature is less potent than the coral colonies found on the dark side of the moon, they make excellent guardians for those who can command them. With minor telekinesis, they can lash out with temporary appendages formed from their dentoid protrusions and can strike out at intruders in their colony with a shocking amount of force. They can also psychically vibrate, emitting a sound similar to screaming. For those who can tame them, they make effective theft-deterrents. Eldritch Ouma Medium monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 0 ft. STR DEX CON INT WIS CHA 16 (+3) 7 (–2) 14 (+2) 3 (–4) 12 (+1) 6 (–2) Damage Immunities cold Condition Immunities frightened, grappled, prone, stunned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11 Languages - Challenge 2 (450 XP) Hide in Plain Sight. While the eldritch ouma is motionless, it is indistinguishable from an ordinary object. Call Out. When opened forcefully or damaged, the eldritch ouma emits a piercing sound alerting all within 100 feet of it of its distress. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage. Lingual Lash. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.
73 Nightmares First Mate The most vital officer on a well-run ship, the first mate serves as the captain’s right hand, overseeing other officers and common sailors, and taking command in the captain’s absence. First mates are loyal, experienced, professional, and tough, taking a substantial share of a vessel’s profits, and often rising to captain their own ships. First Mate Medium humanoid (human), lawful neutral Armor Class 12 Hit Points 19 (3d8+6) Speed 30 ft., STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 15 (+2) 12 (+1) 10 (+0) 10 (+0) Saving Throws Dex +4, Str +3 Skills Acrobatics +4, Athletics +3, Perception +2, Survival +2 Senses passive Perception 12 Languages Common Challenge 1/2 (100 XP) Born of the Sea. The first mate has advantage on all skill and ability checks related to sailing, swimming, and the like. ACTIONS Multiattack. The first mate makes two melee or ranged attacks. Shortsword. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage Javelin. Ranged Weapon Attack. +3 to hit, ranged 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage REACTION Belay That (2/day). As a reaction, the first mate may force a creature taking the attack action against an ally to make a DC 12 Charisma saving throw. On a failure, the targeted creature cannot attack the original target but may instead take a different action.
74 Nightmares Flesh Fly This horrid fly is the size of a cat, with a hairy brownish carapace and bulging, multifaceted eyes. It flits in erratic spirals, emitting a maddening buzzing sound. These vermin transmit debilitating diseases with their filthy mouthparts. Ghoulish Familiars. With their morbid attraction to decay and immunity to diseases, ghoul spellcasters sometimes keep flesh flies as pets. A ghoul of 3rd level or higher who casts the find familiar spell can choose to gain the service of a flesh fly in place of the other choices of familiar. Fast Acting Leprosy Leprosy is a skin disease that causes permanent damage to the nerves, inhibiting natural healing and often leading to disfigurement. Because the disease has no natural cure and presents such obvious and unpleasant physical symptoms, lepers are often shunned and isolated by society. Under normal circumstances, leprosy is not as contagious as often feared: any humanoid creature must succeed on a DC 5 Constitution saving throw once every 24 hours they are in close contact with an infected individual or a carrier of leprosy, with failure resulting in infection. Leprosy manifests slowly, with the infected showing no symptoms of the disease for 2d6 years. Some creatures, such as the flesh flies of Farzeen, spread a fast-acting form of leprosy that can manifest in as little as 1d4 days. Symptoms of leprosy include skin lesions, numbness, thickened skin, wounds that don’t heal, and deformity of joints and extremities. The infected creature has disadvantage on all saving throws made to avoid exhaustion, regains only half the normal number of hit points from spending Hit Dice, and regains no hit points from finishing a long rest. In addition, their hit point maximum is reduced by 1d8 hp until the disease is cured. Treatment. Once a humanoid is infected with leprosy, it can only be cured through magical means, such as the spell lesser restoration. Flesh Fly Tiny beast, unaligned Armor Class 13 Hit Points 3 (1d4+1) Speed 10 ft., climb 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 12 (+1) 1 (-5) 7 (-2) 3 (-4) Condition Immunities disease Senses blindsight 30 ft., passive Perception 8 Languages – Challenge 1/8 (25 XP) Spider Climb. The flesh fly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 11 Constitution saving throw against disease or contract fast-acting leprosy (see sidebar). Reactions Avoid the Swatter. The flesh fly abruptly flies away from an attack that would otherwise hit it, moving up to its fly speed without provoking opportunity attacks.
75 Nightmares Flesh Golem, Tcho-Tcho This shambling brute is expertly stitched together from the bodies of dozens of individuals, forming a grotesque specimen of Tcho-Tcho flesh-crafting. A shrunken head sits above its incongruously broad shoulders, its eyes and mouth stitched shut with sinew. Bio-Magic Weapon. The Tcho-Tcho are experts in modifying and weaponizing their own bodies, but when working with dead flesh, they push their craft beyond the limits of the mortal form. This golem bristles with sharpened bone spurs that ooze venomous ichor, spreading foul toxins with every blow. Its internal organs have been converted into a bio-factory that extrudes acidic webbing, which it launches from a concealed incision in its chest. Each flesh golem is unique, and Tcho-Tcho society views these constructs more as works of art than as weapons. Eternal Service. While the flesh of its body may come from any number of sources, the shrunken head that guides this monster is always fashioned from one of its creator’s fallen kin. Sometimes the head comes from a renowned chieftain who wished to continue serving the tribe after death. Other times it is the head of a rogue family member who rejected the Tcho-Tcho way of life, only to be bound to it eternally in a sort of posthumous penance. Among the Tcho-Tcho, all must serve as they are required. Flesh Golem, Tcho-Tcho Medium construct, neutral Armor Class 14 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) Damage Immunities acid, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (naturally blind), passive Perception 10 Languages understands Tcho-Tcho but can’t speak Challenge 5 (1,800 XP) Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can sense. If no creature is near enough for the golem to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to follow this pattern of behavior until it is destroyed or it regains all its hit points. The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem calms. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem makes two bone spur attacks. Bone Spurs. 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 failed save, or half as much damage on a successful one. Caustic Web (1/Day). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: 10 (3d6) acid damage and the target is restrained by webbing. At the start of each of the target’s turns until it is freed, it takes another 10 (3d6) acid damage. As an action, the restrained target or another creature within reach can make a DC 13 Strength (Athletics) check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to acid, bludgeoning, poison, and psychic damage).
76 Nightmares Flesh Tree First grown from a demon seed planted in the wrong earth, flesh trees display elements of animal life, with internal skeletons, organs that resemble multiple hearts and lungs, and a rudimentary nervous system, along with branches and thick plant-like trunks, but of flesh and tissue. They derive nutrition from both minerals in soil and the fluids of living creatures ensnared in their waving tendrils. Unlike plants, flesh trees breathe air and cannot gain sustenance through photosynthesis. If submerged in water through a flood or other event, flesh trees will drown like animals. Is it a grotesque creature in the shape of a tree, or a tree clad in animal flesh? Its glistening skin forms a columnar trunk, studded with rudimentary eyes, while its “branches” consist of finger-like tendrils that occasionally twitch or expand and contract. On closer inspection you see that the entire horrific assemblage is breathing, drawing breath through the moist-looking spiracles that open and close all along its trunk, gasping wetly. Blood Orchards Some individuals — either mad or maladjusted, in the view of many — have attempted to domesticate blood trees, growing them individually or in small orchards. Demented nobles, mad arborists, collectors and others grow flesh trees simply for the novelty of doing so, displaying them as oddities, or keeping them as secret obsessions, hidden from the world. Particularly twisted keepers may also use the trees for entertainment, feeding animals or captives to their ever-hungry pets. Other growers are more responsible, though no less disturbing, tending their trees in the same fashion as any other domesticated creature, providing them with living food such as rats, rabbits, and livestock, while enjoying simple pride of ownership of an exotic and noteworthy species. Other tenders keep flesh trees for practical or scholarly purposes. Alchemists and spellcasters see the trees as a source of flesh, blood, and internal organs that can be used for spells, potions, arcane concoctions, and other purposes without the risk of sacrifice or murder. These individuals extract needed components after pacifying their trees with drugged prey animals. Naturalists and scholars may study these unique organisms with purely scientific motivations. Some may feed their trees with their own bodily fluids, or with that of volunteers, servants or captives, but will not allow a flesh tree to completely drain its prey, keeping targets alive for future feedings. Even if flesh trees are kept for relatively ethical reasons, their existence is often secret, as their nature is so repugnant that their owners will be subjected to considerable hostility if the trees are discovered. .
77 Nightmares Flesh Tree Huge monstrosity, unaligned Armor Class 10 (natural armor) Hit Points 161 (14d12 + 70) Speed 0 ft. STR DEX CON INT WIS CHA 18 (+4) 6 (–2) 20 (+5) 1 (–5) 16 (+3) 1 (–4) Saving Throws Con +8, Wis +7 Damage Resistances bludgeoning, piercing Condition Immunities blinded, charmed, deafened, frightened, prone Senses Blindsight 60 ft., passive Perception 13 Languages – Challenge 6 (2,300 XP) Actions Multiattack. The flesh tree makes three feeding tendril attacks. It cannot attack with a feeding tendril that has a grappled target. Feeding Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and target is grappled (escape DC 15). Drain. The flesh tree inflicts 7 (2d6) necrotic damage on a grappled creature.
78 Nightmares Ghoul Aristocrat Despite the disdain in which they are held by some due to their less-than-appealing manners and habits, some ghouls live and even thrive among humans, dwarves, and other folk. A highly adaptable group, these ghouls sometimes go so far as to embrace the cultures and practices of their new communities. A few even adopt the mannerisms of the elite, styling themselves as “nobles,” dressing themselves in the finest clothing, affecting aristocratic airs, and maintaining themselves with impeccable (and often quite un-ghoul-like) grooming and cleanliness. Their dietary habits remain the same as other ghouls, however, but these unpleasantries are usually kept well away from the sight of polite society. Ghoul Aristocrat Medium monstrosity (ghoul), chaotic evil Armor Class 16 (studded leather) Hit Points 78 (12d8+24) Speed 30 ft., burrow 10 ft., climb 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 16 (+3) Skills Acrobatics +7, Deception +9, Perception +7, Sleight of Hand +7, Stealth +7, Yog-Sothothery +4 Senses darkvision 60 ft., passive Perception 17 Languages Common, Ghoul, thieves’ cant Challenge 5 (1,800 XP) Cunning Action. The ghoul aristocrat can use a bonus action to Dash, Disengage, or Hide. 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. Psychic Feast. The ghoul can feed for 1 minute on a humanoid or monstrosity corpse 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. 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. Sneak Attack (1/Turn). The ghoul aristocrat 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 that isn’t incapacitated and the ghoul aristocrat doesn’t have disadvantage on the attack roll. ACTIONS Multiattack. The ghoul aristocrat makes three attacks: one with its bite and two with its claws, or three attacks with his shortsword. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage REACTIONS Uncanny Dodge. The ghoul aristocrat halves the damage that it takes from an attack that hits him. He must be able to see the attacker..
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80 Nightmares Ghoul Berserker Ghouls are fearsome creatures to begin with — canine-visaged horrors who stink of death and are covered with the dirt and mold of the grave. Those ghouls who take up weapons and choose to fight as warriors are even more terrifying, for they revel in violence and killing, then feast upon the corpses of the slain. Ghoul berserkers tend to be larger, more powerfully built members of their species, up to seven feet tall and covered in slabs of muscle. They bear burns and scars of battle and are sometimes missing eyes, teeth or extremities. These injuries rarely if ever slow ghoul berserkers down—rather they seem to add to a berserker’s ferocity, as if each new wound compounds their rage and love of violence, and serve as reminders of those that they overcame and devoured.
81 Nightmares Ghoul Berserker Medium monstrosity (ghoul), chaotic evil Armor Class 16 (adamantine breastplate) Hit Points 127 (15d8 + 60) Speed 40 ft., burrow 10 ft., climb 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 12 (+1) Saving Throws Str +8, Con +7; -1 on saving throws against confusion, insanity, and madness Skills Athletics +8, Perception +4, Yog-Sothothery +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Ghoul Challenge 5 (1,800 XP) Dark Devotion. The ghoul berserker has advantage on saving throws against being charmed or frightened. Psychic Feast. The ghoul berserker can feed for 1 minute on a humanoid or monstrosity corpse 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 berserker’s choice that the creature was proficient in. The ghoul berserker 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 berserker can maintain three separate bonuses. If it uses this trait when it already has the maximum number of bonuses, the ghoul berserker must forget one of the current bonuses in order to replace it with one from the new corpse. Grave Nose. The ghoul berserker 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 berserker is immune to nonmagical diseases and has advantage on saving throws against magical diseases. Reckless. At the start of its turn, the ghoul berserker 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 berserker has advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find objects in rubble or undergrowth, buried, or otherwise hidden from view. Smell Magic. The ghoul berserker automatically notices magic items and spells within 60 feet. it has advantage on Wisdom (Perception) checks to notice magic traps. Adamantine Armor. While wearing its adamantine breastplate, the ghoul berserker is immune to critical hits. ACTIONS Multiattack. The ghoul berserker makes three attacks: one with its bite and two with its weapons. It can use its Cannibalize or Howl of Lunacy in place of its bite. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. Greataxe (aka Sidesplitter). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage. Sidesplitter does an additional 3 (1d6) slashing damage to monstrosities. Cannibalize (1/Day). The ghoul berserker consumes a portion of humanoid flesh it carries or from a humanoid corpse within 5 feet. When it does so, it gains 5 temporary hit points that last for 1 hour. As long as it has these temporary hit points, it has advantage on Constitution saving throws. Howl of Lunacy. The ghoul berserker unleashes a terrifying howl. Up to four creatures of its choice within 60 feet that hear it must each succeed on a DC 14 Wisdom saving throw or become magically frightened for 1 minute. Each frightened creature makes another saving throw at the end of each of its turns, ending the condition on itself on a success. The ghoul berserker can’t choose the same creature again until it finishes a long rest.. REACTIONS Vengeful Strike. When the ghoul berserker takes damage from a creature that is within 5 feet of him, the ghoul berserker can use its reaction to make a melee weapon attack against that creature.
82 Nightmares Giant Eel of R’lyeh This mighty eel is 20 feet long and as big around as a tree trunk, with a gaping mouth that opens to reveal a second set of toothy jaws deep in its throat. Its wrinkled, mottled flesh is covered in slick mucous flecked with sand. Shifting, milky eyes betray an alien intelligence that grew and festered in the ancient sunken cities of the deep ones. Giant Eel of R’lyeh Large monstrosity, chaotic neutral Armor Class 16 (natural armor) Hit Points 68 (8d10 + 24) Speed 10 ft., burrow 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 9 (-1) 12 (+1) 13 (+1) Skills Perception +3, Stealth +5 Damage Immunities poison, psychic Condition Immunities poisoned Senses blindsight 120 ft., passive Perception 13 Languages understands Deep Speech but can’t speak Challenge 3 (700 XP) Hold Breath. While out of water, the eel can hold its breath for 30 minutes. Innate Spellcasting. The eel’s innate spellcasting ability is Charisma (spell save DC 11). The eel can innately cast the following spells, requiring no material components: At will: detect magic 2/day each: blur, mist of R’lyeh (SPCM 109) Water Breathing. The eel can breathe only underwater. Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) Piercing damage plus 10 (3d6) poison damage. If the target is a creature, it is grappled by the eel’s internal secondary set of jaws (escape DC 16). Until this grapple ends, the target is restrained and the eel can’t use its bite on another target. Any bite attack the eel makes against the grappled target automatically hits. Regurgitate (Recharge 5-6). Ranged Weapon Attack: +3 to hit, range 5/15 ft., one creature. Hit: 11 (2d10) acid damage and the target is restrained for 1 round. The target must succeed on a DC 13 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. The eel cannot use this attack if it has a creature grappled in its mouth.
83 Nightmares Giant Hermit Crab This man-sized hermit crab protrudes from a gigantic snail’s shell, scabrous with the parasites of the abyss. It surveys its surroundings with two beady eyes like great black pearls, devoid of reason or emotion. Keeping its smaller claw close, it brandishes its mighty vice-like pincer as both shield and weapon, ready to draw it back in an instant and seal itself in a fortress of its own making. Giant Hermit Crab Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 16 (3d8 + 3) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 13 (+1) 1 (-5) 9 (-1) 4 (-3) Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages – Challenge 1/2 (100 XP) Amphibious. The crab can breathe air and water. Actions Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage. Reactions Shell Defense. When targeted with a melee attack, the hermit crab can withdraw into its shell as a reaction, adding 4 to its AC and gaining resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine. While in its shell, the hermit crab’s speed is 0 and the only action it can take is to emerge from its shell as a bonus action. It can reemerge from its shell at any time, even on another creature's turn.
84 Nightmares Gibbering Mouthling The process by which gibbering mouthers reproduce is understandably shrouded in mystery and speculation. Few creatures can stay in their presence long enough to observe whatever mating habits they may have. Because of their solitary nature, it is believed that they spawn progeny via budding, much like the slimes they superficially resemble. The presence of nests of mouthlings lends credence to this theory. No more than a few feet in diameter, this shiny mass of irregularly formed slime is covered with dozens of small mouths and partially formed, lidless eyes searching for prey. One large, toothy mouth opens so wide that the creature seems on the verge of turning inside out. Gibbering Mouthling Tiny aberration, chaotic neutral Armor Class 11 Hit Points 18 (4d4 + 8) Speed 10 ft., swim 10 ft. STR DEX CON INT WIS CHA 7 (−2) 12 (+1) 14 (+2) 3 (−4) 10 (+0) 6 (−2) Condition Immunities prone Senses darkvision 60 ft., passive Perception 10 Languages – Challenge 1/2 (100 XP) Aberrant Ground. The ground within a 5-foot radius around the mouthling is softened to sucking mud and difficult terrain. Each creature that starts its turn in that area must succeed a DC 8 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Gibbering. The mouthling babbles nonsensically while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 10 feet of the mouthling and can hear it must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what is does during its turn. d8 Effect 1–4 The creature does nothing. 5–6 The creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. 7–8 The creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make sure an attack. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage. Blinding Spittle. Ranged Weapon Attack: +3 to hit, range 10/40 ft., one creature. Hit: The target is blinded until the end of the next round, or until the spittle is removed as an action.
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86 Nightmares Gnorri Chieftain Over one thousand years ago, Tsathoggua lured an errant tribe of gnorri out of the Dreamlands. They crossed the Plains of Leng and settled on Yuggoth in the Great Slime Sea, where the Great Old One blessed them for being his most devoted and zealous servants. For centuries, the gnorri flourished and their numbers swelled. When Tsathoggua fled Yuggoth, his gnorri servants became depressed and aimless; many died in mass cult suicides, and some grew catatonic and never moved again. In the tribe’s lowest moments, they received a vision of the Two-Tongued Man, an avatar of Nyarlathotep, wherein he offered them a new home and a new purpose on Yuggoth’s moon, Thog. The remaining gnorri accepted, and the Two-Tongued Man transported them to the moon, where he changed their physiology to enable them to thrive in the inhospitable environment. The Two-Tongued Man has rendered them impervious to cold and hardier than their cousins on distant worlds. In the years since their arrival, the gnorri have developed a tribal culture in the depths of Thog’s methane oceans, devoted to the Two-Tongued Man, and are led by resourceful chieftains who must protect their communities while maintaining a good relationship with their new god and his minions. Their devotion to this avatar of Nyarlathotep is absolute, for without his grace the gnorri of Thog would soon perish. This amphibious being’s newt-like head is nearly twice the size of most others of its species, and its long, tapering body contains thicker scales. Its several arms hold a number of sharp spears and a shield crafted from dentoid coral. Gnorri Chieftain Large humanoid (gnorri), lawful evil Armor Class 17 (natural armor; 19 when wielding a shield) Hit Points 110 (13d10 + 39) Speed 25 ft., swim 35 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 14 (+2) 18 (+4) 16 (+3) Saving Throws Dex +5, Con +6 Skills Deception +7, Insight +7, Survival +10, Yog-Sothothery +7 Damage Immunity cold Senses darkvision 60 ft. (120 ft. underwater), passive Perception 15 Languages Common, Gnorri Challenge 7 (2,900 XP) Amorphous Physiology. The gnorri chieftain can move through spaces as narrow as 5 feet wide without squeezing. It can squeeze through spaces as narrow as 2 feet wide. In addition, it can’t be harmed by water pressure. Amphibious. The gnorri chieftain can breathe air and water Limb Allocation (1/Day). The gnorri chieftain can absorb or extrude its arms. It must concentrate for 10 minutes to adjust the number of arms it has, as if concentrating on a spell. If it loses concentration, the gnorri chieftain must begin again, but it doesn’t lose its daily usage of this trait. Two Arms. The gnorri chieftain gets a +1 bonus on Strength-based weapon damage rolls. Three Arms. The gnorri chieftain has no bonuses or penalties but is able to wield both of its shard spears and also a shield, increasing its armor class by 2. Four Arms. The gnorri chieftain cannot manifest a fourth arm. Stolid. Creatures have disadvantage on Insight checks made against the gnorri chieftain. Actions Multiattack. The gnorri chieftain carries two shardspears and makes one attack with each of them. Shardspear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage.
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88 Nightmares Gnorri Cultist As the Two-Tongued Man, Nyarlathotep favors servants with little advanced education, limited ambition, short lifespans, and complete dedication to his mechanisms. His cult is fiercely devoted, believing that only with the Two-Tongued Man’s blessings can one survive in the harshest environments like the methane seas of Thog. The cultists are more open than many other cults and will do what they can to indoctrinate less advanced sentient species to the Divine Words of the Tongues. The Two-Tongued Man’s cultists do tend to distrust more advanced intelligences, however, and will avoid sharing the details of their faith with outsiders who could threaten their mission to expand their god’s influence. 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. Gnorri Cultist Large humanoid (gnorri), chaotic evil Armor Class 17 (natural armor) Hit Points 75 (10d10 + 20) Speed 25 ft., swim 35 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 16 (+3) 20 (+5) 20 (+5) Saving Throws Con +5, Cha +8 Skills Deception +8, History +6, Insight +8, Medicine +8, Yog-Sothothery +11 Damage Immunity cold Senses darkvision 60 ft. (120 ft. underwater), passive Perception 15 Languages Common, Gnorri Challenge 6 (2,300 XP) Amorphous Physiology. The gnorri cultist can move through spaces as narrow as 5 feet wide without squeezing. It can squeeze through spaces as narrow as 2 feet wide. In addition, it can’t be harmed by water pressure. Amphibious. The gnorri cultist can breathe air and water. Innate Spellcasting. The gnorri cultist’s innate spellcasting ability is Charisma (+8 to attacks, spell save DC 16). It can innately cast the following spells: At-will: detect magic, detect thoughts, eldritch blast, message 3/day each: black tentacles, control water (methane), entangle, fog cloud 1/day each: melt flesh (SPCM 107), private sanctum, stone shape Limb Allocation (1/Day). The gnorri cultist can absorb or extrude its arms. It must concentrate for 10 minutes to adjust the number of arms it has, as if concentrating on a spell. If it loses concentration, the gnorri cultist must begin again, but it doesn’t lose it daily usage of this trait. Two Arms. The gnorri cultist gets a +1 bonus on Strengthbased weapon damage rolls.. Three Arms. The gnorri gets no bonus or penalty. Four Arms. The gnorri cultist takes a –1 penalty to Constitution saving throws but can make four eldritch blast attacks instead of three on it turn. Actions Multiattack. The gnorri cultist makes three attacks with its eldritch blast. Claw. Melee Weapon Attack: +7 to hit, one target. Hit: 7 (1d6+4) slashing damage. Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.
89 Nightmares Grasping Claw Grasping Claws are sometimes summoned by powerful dark magics dedicated to the Outer God, Yog-Sothoth. They are often called upon to drag sacrifices through dimensional portals at the mad and unknowable will of Yog-Sothoth and His greatest sorcerers. Without any true intelligence of their own, these transdimensional kidnappers are predictable in combat but still extremely difficult to escape from without magical protection. This huge, insectile hand is the size of a horse and covered in chitin, from which hangs flaps of a rubbery alien substance. The most disturbing thing about the hand is that it does not seem to be attached to anything other than a shimmering portal of shadows and energy that flickers in and out of existence, constantly moving. Grasping Claw Large aberration, chaotic evil Armor Class 16 (natural armor) Hit Points 82 (11d10 + 22) Speed 0 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 15 (+2) 3 (-4) 3 (-4) 10 (+0) Damage Resistance cold, fire, poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, prone Senses tremorsense 30 ft., passive Perception 6 Languages – Challenge 4 (1,100 XP) Immobile. Grasping claws are rooted in a pocket between dimensions and cannot move regularly. Rift. As a bonus action, the grasping claw can dive through its dimensional rift, instantly appearing at a location of its choice within 30 feet of its initial location. Magic Resistance. The grasping claw has advantage on saving throws against spells and other magical effects. Take Alive. Grasping claws can choose to inflict nonlethal damage in favor of taking their prey to their interdimensional lair for later consumption. Actions Grab. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 17 (2d10 +6) bludgeoning damage and the target is restrained and grappled (escape DC 16).
90 Nightmares Grey Many names exist for greys on the many different worlds that they have visited. These little grey men are servants created by the mi-go and given due intelligence to carry out research and their position as mouthpieces in service of their creators. They are brilliant scientists in their own right, though their willpower and ability to self-identify are limited to prevent them from ever having the idea to rise up against the mi-go. Grey Imbued genetically with psionic powers, greys are dangerous foes capable of dealing with threats from numerous planets and confusing their captives with illusions meant to placate and distract them. They are, however, quite weak and avoid physical confrontation whenever possible. This hairless, sexless, and nude humanoid stands the height of a dwarf but has a slender build and nimble, elongated fingers. It has taut, rubbery grey skin, a large egg-shaped head, small black eyes, a horizontal slit for a nose, and a thin, lipless mouth. Grey Medium plant, unaligned Armor Class 13 (natural armor) Hit Points 27 (6d8) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 13 (+1) 10 (+0) 12 (+1) Damage Resistance bludgeoning, psychic Senses passive Perception 8 Languages Mi-go, cannot speak Challenge 1 (200 XP) Call to Action. When a grey’s hit points are reduced to 0, it bursts like an overfull bladder, making a wet, popping sound. A 5-foot radius sphere centered on the grey explodes with spores, and each creature within the radius must succeed on a DC 11 Constitution saving throw, or become poisoned until the end of their turn. Additionally, any ally within 100 yards of the grey recognizes its popping sound as a call for help. Innate Spellcasting (Psionics). Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: eldritch blast (1 bolt), minor illusion, prestidigitation Actions Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
91 Nightmares Grey, Scientist Some greys are born with greater psionic and mental capacity than others and these often become leaders of scientific research groups in command of their lesser kin. Spotting a more powerful grey is usually easy, as their heads tend to be larger, with noticeable, pulsing purple veins running along their craniums. In and out of combat, their psionics exceed others of their race and they avoid direct confrontation, staying out of sight and turning their enemies against each other through psionic manipulations and illusions. If forced to fight directly, they use their Psychic Lash to weaken all nearby opponents before focusing on the most physically challenging enemies with eldritch blasts. This hairless, sexless, and nude grey-skinned humanoid creature has a larger head than many of its kind, with pulsating varicose veins that are thickest at the top of its cranium. It hovers several inches above the ground. Grey, Scientist Medium plant, unaligned Armor Class 14 (natural armor, 17 with mage armor) Hit Points 104 (16d8 + 32) Speed 15 ft., fly (hover) 25 ft. STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 14 (+2) 18 (+4) 14 (+2) 15 (+2) Saving Throws Int +6, Cha +4 Skills Arcana +6, Medicine +8, Yog-Sothothery +8 Damage Resistance bludgeoning, psychic Senses passive Perception 8 Languages Mi-go, and any four languages Challenge 4 (1,100 XP) Call to Action. When a grey’s hit points are reduced to 0, it bursts like an overfull bladder, making a wet, popping sound. A 5-foot radius sphere centered on the grey explodes with spores, and each creature within the radius must succeed on a DC 11 Constitution saving throw, or become poisoned until the end of their turn. Additionally, any ally within 100 yards of the grey recognizes its popping sound as a call for help. Didactic Training. The grey scientist applies its Intelligence modifier to any skill it has proficiency in. Innate Spellcasting (Psionics). Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: eldritch blast (2 bolts), mage armor, minor illusion, prestidigitation 2/day each: detect thoughts, fear, hypnotic pattern 1/day each: confusion Actions Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Psychic Lash (recharge 5-6). The grey scientist unleashes a torrent of violent psychic energy. Each creature within a 30-foot radius must make a successful DC 14 Charisma saving throw or take 14 (4d6) psychic damage on a failed saving throw and become slowed for one minute. On a successful saving throw, a creature only takes half as much damage and is not slowed. The psychic lash does not affect undead, constructs, or plants.
92 Nightmares Gyslauger Appearing to be a humanoid figure made of shadow, the entity undulates rather than walks. Its overlong arms end in sharp claws. Its face and features are blurred and indistinct, until its gaze falls upon you, and you see its horrifying visage. Periodically, public interest in the occult and paranormal increases. For most, ghost hunts, spirit boards, and crystals are merely fun diversions, while for others, they are a new life path. Occasionally, an occult enthusiast has great potential, which attracts entities like moths to a flame. Some of these creatures are merely curious… Others are hungry Aura Feeders Originating from somewhere in the Deep Ethereal Plane, gyslaugers venture onto the Prime Material Plane in search of a host. They are drawn to those with great psychic potential and feed off the growing strength of those individuals. Rarely, gyslaugers choose experienced practitioners as hosts, but often quickly abandon them in favor of easier prey. Auric Possession Once a suitable host is found, the gyslauger attempts to integrate itself into the target’s psychic aura. Since the gyslauger is vulnerable during this period, it integrates slowly in order to avoid drawing attention to its presence. Once fully attached, the gyslauger begins to feed on the host’s experiences and drain its abilities. Lead into Temptation A gyslauger establishes a telepathic connection with its host in order to subtly encourage them to engage in more risky endeavors, and feeding upon the psychic energies and experiences that these acts produce.
93 Nightmares Gyslauger Medium monstrosity, neutral evil Armor Class 11 (unattached, otherwise host’s AC) Hit Points 90 (20d8) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 17 (+3) 12 (+1) Damage Resistance acid, fire, lightning, bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Damage Vulnerabilities thunder, radiant Damage Immunities cold, thunder Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone Senses darkvision 30 ft., passive Perception 15 Skills Hide +5 Languages Telepathy 60 ft. Challenge 6 (2,300 XP) Amorphous. The gyslauger can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the gyslauger can take the Hide action as a bonus action. Auric Drain. While attached to its host, the gyslauger absorbs its experiences and abilities. An infected host earns only 50% of their normal XP awards, with the remainder absorbed by the gyslauger. In addition, the gyslauger drains its host of 1 point of Intelligence, Wisdom, or Charisma per day. The GM should choose which of these abilities is most important to the victim (Intelligence for wizards, Wisdom for clerics or paladins, Charisma for sorcerers or bards, etc.), and have the gyslauger target that ability. When the chosen ability is reduced to zero, the host is considered Stunned until the ability is restored to at least 1. Once it has reduced the chosen ability to zero, the gyslauger is sated. It then detaches and uses its Planar Travel action to return to the Deep Ethereal Plane to reproduce. Lost ability scores are restored at a rate of 1 point per long rest, or can be fully restored by greater restoration. Risky Behavior. The gyslauger also gains sustenance by encouraging its host to engage in rash or risky acts that may appear strange or out of character. If presented with an opportunity to engage in a hazardous or impulsive act (such as rushing into combat, making a highly dangerous jump, pet a wild animal, etc.), an infected creature must succeed on a DC 15 Wisdom saving throw to avoid taking the action. If necessary, the GM may make this roll for the individual in secret. Nimbus Camouflage. Once it has attached itself to a victim, the gyslauger becomes invisible and cannot be seen by any means, including magical. An attached gyslauger can only be detected by its host, or by those who might recognize the host’s changed behavior or reduced ability scores. Each day, when an ability score is reduced, the host can make a DC 16 Wisdom (Insight) check. If successful, the gyslauger’s presence is detected. Other individuals who notice the host’s reckless or changed behavior can also make a DC 15 Wisdom (insight) check to detect the alien presence. Casting detect evil does not automatically reveal the gyslauger’s presence, but allows the caster to make their Wisdom (Insight) check with advantage. Damage Transfer. While it is attached, the gyslauger takes only half the damage dealt to it while the host receives the other half and vice versa. Forced Detachment. Once detected, the gyslauger’s host can attempt to forcibly detach it. This requires a contested Wisdom ability check against the gyslauger. A successful DC 18 Intelligence (Arcana or Nature) check by the host or an observer identifies the gyslauger, and grants advantage on the host’s Wisdom ability check. On a success, the gyslauger is detached from the host, but the host is knocked prone and is stunned for 1d4 turns. On a failure, the host is stunned for 1d4 hours, and cannot make another detachment attempt for 24 hours. Once detached, the gyslauger becomes visible again and can be attacked, but in most cases, it simply uses its Planar Travel action to return to the Ethereal Plane. Spawn. Sated gyslauger return to the Deep Ethereal Plane to reproduce by splitting into 1d4+1 identical spawn. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Aura Strafe (Recharge 5-6). The gyslauger takes a Dash action, making a claw attack as it moves past a target. It must move at least 20ft, attack, then move at least another 20ft. Auric Attachment. The gyslauger requires an uninterrupted hour to integrate with the host’s aura, during which the gyslauger is considered restrained. This is usually attempted when the gyslauger’s target is asleep, unconscious, or otherwise unaware. At the end of the hour, both the host and the gyslauger must make a contested Wisdom ability check. The gyslauger makes its Wisdom ability check with advantage, and the attachment attempt does not awaken a sleeping target. If it wins the contest, the gyslauger has attached itself to the host. If the host wins, the gyslauger has failed to attach itself and must take another hour to try again if it chooses. If the target was asleep, the failed attempt awakens them after frightening nightmares. If the target returns to sleep, the gyslauger will again attempt to attach. Once attached, the gyslauger can use Auric Drain to feed on its victim. It can detach voluntarily at any time.. Planar Travel. A detached gyslauger can travel between the Deep Ethereal and the Prime Material Plane.
94 Nightmares Half-Elf Warlock Rogue Medium humanoid (half-elf), chaotic good Armor Class 15 (studded leather) Hit Points 27 (6d8) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 16 (+3) 11 (+0) 12 (+1) 14 (+2) 15 (+2) Saving Throws Dex +5, Wis +4, Cha +4 Skills Deception +4, Perception +4, Sleight of Hand +5, Stealth +5 Senses passive Perception 14 Languages Common, Elvish, thieves’ cant Challenge 2 (450 XP) Spellcasting. The half-elf warlock is a 1st-level spellcaster. Their spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). They have the following warlock spells prepared: Cantrips (at will): eldritch blast, mage hand 1st level (1 slot): expeditious retreat, hellish rebuke Cunning Action. On each of their turns, the half-elf warlock can use a bonus action to take the Dash, Disengage, or Hide action. Fey Ancestry. The half-elf warlock has advantage on saving throws against being charmed, and magic can’t put them to sleep. Sneak Attack (1/Turn). The half-elf warlock deals an extra 3 (1d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the half-elf warlock that isn’t incapacitated and the half-elf warlock doesn’t have disadvantage on the attack roll. Actions Multiattack. The half-elf warlock makes two attacks with their shortsword or shortbow. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage Half-Elf Warlock Rogue Shunned by elves and rejected by humans, halfelves—especially those skilled in magic—often turn their backs on both societies and seek out lives as adventurers. Such a career is never easy, though it provides companionship with others of like mind and some degree of freedom from the daily prejudices and frustrations of mundane existence. Adventurers are likely to pick up at least some larcenous or extra-legal skills along the way, so roguish abilities are quite common, especially among the graceful and dexterous half-elves.
95 Nightmares High Priest of Light An experienced official who leads an entire temple of good-aligned light worshippers, the high priest is also a frequent visitor to the Dreamlands, where the gods of light can more easily commune with their most devoted followers. High priests serve as healers to their communities and also as intermediaries, who can carry the gods’ messages to the common folk. High Priestess of Light Medium humanoid (human), neutral good Armor Class 12 Hit Points 72 (16d8) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 10 (+0) 12 (+1) 20 (+5) 17 (+3) Saving Throws Wis +8, Cha +6 Skills Arcana +4, Insight +8, Perception +8, Religion +7, Yog-Sothothery +8 Damage Resistances psychic Damage Immunities radiant Condition Immunities blinded Senses passive Perception 18 Languages Common Challenge 6 (2,300 XP) Master Dreamer. The high priest of light can knowingly travel in their sleep to the Dreamlands. They can bring only miniscule mundane items without value between the waking world and the Dreamlands. They have access to all their dream form’s memories, and their dream form has access to all their waking memories. They can wake themselves up at will in the Dreamlands. They can will themselves to appear in the dreams of sleeping creatures known to them within 10 miles of their physical form, and at their discretion they can cause those creatures to remember their visit when they wake. Searing Radiance. When casting sacred flame, the high priest of light adds their Wisdom modifier to the damage dealt on a hit. Spellcasting. The high priest of light is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell cave DC 16, +9 to hit with spell attacks). They have the following cleric spells prepared (all listed spells are cleric spells for the high priest of light):: Cantrips (at will): guidance, light, dancing lights, resistance, sacred flame, thaumaturgy 1st level (4 slots): bless, command, cure wounds, faerie fire, lethargy of Tsathoggua (SPCM 106), protection from evil and good, sanctuary, sleep 2nd level (3 slots): aid, blindness/deafness, continual flame, dream guide (SPCM 101), spiritual weapon, suggestion 3rd level (3 slots): beacon of hope, clairvoyance, daylight, dispel magic, hypnotic pattern, major image 4th level (3 slots): confusion, conjure dream-dwellers (SPCM 97), divination, guardian of faith 5th level (2 slots): dream, modify memory, scrying 6th level (1 slot): true seeing, wave of oblivion (SPCM 116) Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if wielded with two hands. Dream Visions. The high priest of light briefly connects a waking creature’s mind with their dream form, flooding their mind with confusing dream-memories. One enemy within 30 feet must make a DC 16 Wisdom saving throw, becoming stunned for one round on a failure. Creatures without a dream form and creatures whose dream forms and waking forms are the same are unaffected by this ability. Dawn’s Caress (1/day). The high priest of light presents their holy symbol, calls on the gods of light for their healing touch, and creatures of their choosing that are within a 30- foot radius regain 6d8 hit points. Additionally, each target is allowed an immediate saving throw against any negative conditions that are affecting them.