Night Terrors
These creatures come out of the darkest corners of The Dream Realm. Created by Onrisos (known as The Nightmare King, The Lord of Nightmares, and Lord Nagmerrie). The Night Terrors are believed to travel unseen from people's dreams into the waking world.
Night Terrors are the spirits of people and animals, cursed to wander Esau for all eternity. Appearing as multi-winged batlike entities with long bodies, the Night Terrors tend to group together in flocks, and are attracted to the use of magic, the noise made by living beings, and steal away what is known as the 'life glow'.
Basic Information
Biological Traits
Night Terrors
Small aberration, chaotic evilArmour Class = 19
Hit Points = 35 (10d6)
Speed: 0 ft., fly = 50 ft.
STR = 1 (-5)
DEX = 28 (+9)
CON = 10 (+0)
INT = 15 (+2)
WIS = 16 (+3)
CHA = 14 (+2)
Skills:
Perception = +6
Stealth = +12
Damage Immunities = fire, lightning
Condition Immunities = poisoned
Senses:
blindsight = 30 ft., darkvision 60 ft., passive Perception 16 Languages: Deep Speech - Common (understands but cannot speak it)
Challenge 6 (2,300 XP)
Special Traits
* FEED ON FEAR = The night terror regains 10 hit points at the start of its turn if it has at least 1 hit point and a creature within 30 feet of it has the fear condition.* INCORPOREAL MOVEMENT = Incorporeal Movement. The night terror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
* ILLUMINATON = The night terror sheds dim light in a 5 to 20 foot radius. The night terror can alter the radius as a bonus action.
* LIGHT SENSITIVITY = While in bright light, the night terror has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
* LIMITED MAGIC IMMUNITY = The night terrors cannot be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Actions
CHILL
Melee Weapon Attack: +12 to hit, reach 5 ft., one target.Hit: 19 (3d6 + 9) cold damage, and the target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
DEADLY TOUCH
If a creature is touched by, or touches a Night Terror, it causes the creature searing pain. They gain an Exhaustion point.Also the creature must make a Constitution saving throw.
On a fail = suffer 6d12 + 10 necrotic damage at the end of each turn.
On a Success = suffer 3d12 + 3 necrotic damage.
NOTE: A humanoid killed by this spell rises at the start of their next turn as a Night Terror - that is permanently under The Nightmare King's - following his verbal orders to the best of its ability.
INVISIBILITY
The night terrors and their light magically become invisible until it attacks or until its concentration ends (as if concentrating on a spell).
Scientific Name
Terrere Nocturnal Aberration
Geographic Distribution
Comments