Medium Aberration, Any Chaotic Alignment
Armor Class 15 Natural armor
Hit Points 127 (17d10 + 34)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
21 (+5)
WIS
15 (+2)
CHA
21 (+5)
Saving Throws INT +9, WIS +6, CHA +9
Skills Insight +14, Stealth +14
Damage Resistances Psychic, Bludgeoning from non magical attacks
Senses Blindsight 30ft, Passive Perception 19
Languages Deep Speech Telepathy
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fear Sensitivity. The daymare can sense anxiety and dread in creatures within 1 mile. After concentrating for 1 minute, the daymare can identify the nature and depth of the emotion, as well as any surface-level information related to the emotion (such as precipitating circumstance or object of affection). 

Invisibility. The daymare is invisible in the waking world.

Oneiric Mastery. Once rooted in a dream, the daymare has complete control over its surroundings and is able to manipulate the host psyche to produce any images it wishes.

Actions

Multiattack. The daymare makes two attacks.

Inception (waking world only). The daymare enters one sleeping creature's dream and begins manipulating its psychic energy. The target must make a DC 17 Charisma saving throw or take 27 (4d10 + 5) psychic damage and remain unconscious for 1 minute on a failure, or half damage and wake up on a success. Creatures that trance have advantage on the roll. Unconscious creatures may take regular combat turns while in the dream world, but they do not benefit from any movement while the daymare controls the dream. This state ends if the daymare is reduced to 0HP or it chooses to use this attack on another sleeping creature.

Mind Siphon (dream world only). Melee Weapon Attack: +9 to hit, range 5 ft.. Hit: 18 (4d6 + 5) psychic damage. If this attack reduces the target to 0HP, the target does not die, and instead takes one point of exhaustion and regains half of its hit points.

Absorb Psyche (dream world only). The daymare may regain hit points total to the Mind Siphon damage as an action. If the daymare absorbs 50% of its total HP from one target, it becomes visible in the waking world as its semi-corporeal form strengthens.

Manifest Nightmare (Recharge 5-6, waking world only).  Using psionic energy stolen from dreams, the daymare can cast Phantasmal Killer as an area of effect spell without components. Any creature within 60 feet must make a DC 17 Wisdom saving throw or be under the effects of that spell. 

Description

Trapped by the unstable magics in the ruined battlefields of the Mind Wars, the daymare is a ghostly echo of telepathic predators that inhabited the border of the Middle- and Lowerdark. This eidolon of will and survival has adapted to subsist on the power gained through dreams and nightmares. It stalks intelligent creatures during the day, learning their desires and fears in order to weaponize them while they rest.

The daymare's sole goal is to regain a physical form. The more energy the daymare consumes, the more corporeal it becomes.

Monster Tags: aberration

Habitat: Underdark

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