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Night Terror

Medium aberration, chaotic evil
Armor Class 16
Hit Points 110 (11d12+44) 11d12+44
Speed Fly: 30ft Hover: 30ft

STR
14 +2
DEX
19 +4
CON
14 +2
INT
12 +1
WIS
14 +2
CHA
6 -2

Saving Throws Wisdom +5, Charisma +1
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 120ft, Passive Perception 13
Languages Any Languages It Knew In Life
Challenge 8

1/day: Dream, Fear, Phantasmal Killer


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. HIt: 6 (2d4+2) piercing damage plus 12 (4d6) 4d6 necrotic damage.   Slumbering Gaze. The night terror can target a creature it can see within 60 feet and cause the creature to make a DC 14 Constitution saving throw or fall unconscious for 1d4 1d4 minutes. Another creature, however, can use its action to wake the creature from its stupor.


 

When a creature dies due to their spirit being weakened by terrifying, reoccurring dreams about a particularly traumatic event, their tortured soul can sometimes birth a night terror. These wailing, skeletal torsos float about the Ethereal Plane, feeding off the fear of nightmares and devouring the souls of anyone who trespasses onto their plane. For each soul they claim, another pale-blue rose appears somewhere on or inside them.


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