The Nightmare King Character in Esau | World Anvil
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The Nightmare King


Onrisos

SYMBOL: The Night Diamond
NAMES: The Nightmare King, The Lord of Nightmares, Lord Nagmerrie
SPECIES: Archfey

General Appearance
As a massive, pale grey drow ( dark Elves ) with dark grey twisted horns and rows of spiked teeth (like a shark) holding a dark trident - slim build, as it stands thick, grey tenticles grow off frame.
Those who can see Lord Nagmeirre when he is invisible, alternately claim that he appears as a cold and fiercely handsome male drow ( dark Elves ), or as a cloud of dark shape slinking around.

Even if he is ever slain, then The Nightmare King simply retreats into the indestructible artifact, only to reawaken a few days later in darker sections of the Nightmare Tide region of The Dream Realm.

The Nightmare King iss one of the Dream Makers, and resides in the monotone region of The Dream Realm known as the Nightmare Tide.

He can usually be found in The Kohte - a tent of dark woolen grey. It started off resembling a bloodhunter's of deep scarlet tent, however it slowly became monotone colours and turned into an arena made of patchwork pieces with lantern, along with pulsing patchwork veins.

Creatures such as the horse like Nightmares, the tall Mothman and scary Night Terrors can be found in and around The Kohte.


Thought to be a cousin to Dream of The Endless (AKA: Morpheus, The Sandman, Kai'ckul) and Phantasos (AKA: the Starlight Fey, Phantasus).

Lord Nagmerrie is thought to be the bringer of nightmares, and has the ability to appear as animals or monsters.

Lord Nagmerrie created the creatures known as Night Terrors.


In his region of Nightmare Tide, where Nightmare Lord has fought, and freqently tries to expand his influence and region. It takes place in the Nightmare Realm, separate from the rest of The Dream Realm. It can be accessed by using the Dream Nail on an innocent while they are sleeping.


THE NIGHT DIAMOND = a magnificent, yet sinister dark grey gem. Starlight is trapped within its shadowy depths.
Each facet gleams with Lord Nagmarrie's influence.



The Nightmare King leaves a mark on those he is following - creatures awake to find a mysterious brand on their body - of a dark grey birth mark much like a diamond. They need to simultaneously:
+ track down the mysterious beings known as Night Terrors that haunts their shared dreams,
+ work through growing Exhaustion,
+ rid themselves of the mark.



Divine Domains


Nightmares
Dark Dreams
Fear


Divine Symbols & Sigils


THE NIGHT DIAMOND = a magnificent, yet sinister gem. Starlight is trapped within its shadowy depths. Each facet gleams with Lord Nagmarrie's influence. Those who can see the invisible alternately claim that he appears as a cold and fiercely handsome elven male, or as a cloud of dark shape slinking around inside the Night Diamond. Even if he is ever slain, then the Nightmare King simply retreats into the indestructible artifact, only to reawaken a few days later in darker sections of the Dream Realm.


Physical Description

General Physical Condition


STATS
Armour Class: 21
Hit Points: 204 (24d8 + 96)
Speed: 40 feet
STR = 12 (+1)
DEX = 19 (+4)
CON = 17 (+3)
INT = 23 (+6)
WIS = 21 (+5)
CHA = 8 (-1)

Skills: Arcana +6, Deception +6, Insight +5, History +10,
Savings Throws: Dex +11, Wisdom +8, Damage Resistances: Cold, Fire, Lightning,
Damage Immunities: Poison, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Charmed, Deafened, Frightened, Grappled, Petrified, Poisoned, Restrained
Senses: Truesight 120 feet, Passive Perception 17
Languages: All, Telepathy 120 feet

Innate Spellcasting

At will: command, darkness, dispel magic, dissonant whispers, gust of wind, message, scrying, suggestion
3/day each: blindness/deafness, destructive wave, geas
1/day each: mass suggestion, power word kill

Legendary Resistance (5/Day) = If The nightmare King fails a saving throw, he can choose to succeed instead.

Magic Resistance = The Nightmare King has advantage on saving throws against spells and other magical effects.

Voice in the Darkness = The Nightmare King's voice can be perceived by deafened creatures and is unaffected by magical silence. Any creature that is deafened or is within an area of magical silence has disadvantage on saving throws against his spells and attacks that utilize his voice - such as dissonant whispers or Terrible Command.
Thunder damage created by the Nightmare King's voice ignores magical silence.

Actions

Multiattack = The Nightmare King makes three attacks with his Trident.

Nightmare Trident
Ranged Spell Attack TO HIT = +10, range 120 feet, one target.
DAMAGE = 4d6 + 8 piercing damage plus 4d6 + necrotic damage


Tentacles
Melee or Ranged Attack
TO HIT = +8 , range 20 feet, one target per tentacle (1d12 for number of tentacles)
DAMAGE = 1d6 bludgeoning damage
If hit a target with 3 or more tentacles, it must make a DC 15 Constitution saving throw.
On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. * Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.


Terrible Command (Recharge 5-6) = The Nightmare King speaks a one word of command. All creatures within 40 feet of the Nightmare King must make a DC 18 Wisdom saving throw
On a Fail: takes 8d10 thunder damage and 8d10 psychic damage
On a Success: half as much.
Any creature that fails the saving throw is also subjected to the command spell, with the same command being issued to all affected targets.


Legendary Actions

The Nightmare King can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Nightmare King regains spent legendary actions at the start of her turn.

DEADLY TOUCH
If a creature is touched by, or touches a the skin of the Nightmare King, it causes the creature searing pain. They gain one 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 under The Nightmare King's - following his verbal orders to the best of its ability.


DARKNESS
Casting Time: 1 action
Range: 60 feet
Duration: Up to 10 minutes
Magical darkness spreads from a point the Nightmare King chooses within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision cannot see through this darkness, and nonmagical light cannot illuminate it.
If the point the Nightmare King chooses is on an object he is holding or one that is not being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.


BANISHMENT
Casting Time: 1 action
Range: 60 feet
Duration: Up to 1 minute
The Nightmare King attempts to send one creature that he can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence he is on, then he banishes the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one the Nightmare King is on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Otherwise, the target does not return.
At Higher Levels: When the Nightmare King casts this spell using a spell slot of 5th level or higher, he can target one additional creature for each slot level above 4th.


TELEPORT
Range: 30 feet
Target: Self
Components: V
Duration: Instantaneous
This spell instantly transportsthe Nightmare King within 30 feet.
The destination must be on the same plane of existence.


Current Location
Species
Children
Pronouns
He / They
Aligned Organization

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