Magic Resistance. The Nightmare Weaver has advantage on saving throws against spells and other magical effects.
Devil's Sight: Magical darkness does not impede the Nightmare Weaver's vision.
Innate Spellcasting: The Nightmare Weaver can innately cast Invisibility and Dream with no components.
Legendary Resistance (3/day). If the Nightmare Weaver fails a saving throw, it can choose to succeed instead.
Spellcasting. The Nightmare Weaver is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +7 to hit with spell attacks). The Nightmare Weaver has following Wizard spells prepared:
Cantrips (at will): infestation, true strike, minor illusion, fire bolt
1st level (5 slots): Ray of Sickness, ice knife, Tasha's hideous laughter, Detect magic, witch bolt
2nd level (4 slots): Ray of Enfeeblement, Darkness, Detect thoughts, Misty step
3rd level (4 slots): Vampiric touch, Counterspell, Fireball
4th level (2 slots): Hallucinatory terrain, Polymorph, Dominate person
5th level (1 slot): Synaptic Static, Telekinesis
6th level (1 slot): Mental Prison
Mutliattack. The Nightmare Weaver makes two Hellfire Bolt attacks and uses frightful presence.
Frightful Presence. Each creature of the Weaver's choice within 60 ft. of it and aware of it must make a DC 16 Wisdom saving throw or become 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. If a creature's saving throw is successful or the effect ends it, the creature is immune to the Weaver's frightful presence for the next 24 hours.
Hellfire Bolt: The Nightmare Weaver shoots bolts of fire with it's eyes at a creature within 100 ft that it can see. The creature must make a DC 16 dexterity saving throw or take 11 (2d10) fire damage, and 13 (2d12) necrotic damage.
Feed on Fear ( Recharge 5-6). The Nightmare Weaver chooses one creature that it has frightened within 60 feet of it. The creature must succeed on a DC 17 Constitution saving throw or take 44 (8d10) necrotic damage on a failed save, or half as much on a successful one. If the creature fails the save it also gains one level of exhaustion. The Nightmare Weaver regains hit points up to half the damage taken.
The Nightmare Weaver can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Weaver regains spent legendary actions at the start of its turn.
Shadow Veil (Costs 2 Actions). The Nightmare Weaver chooses one creature within 30 ft of itself, and engulfs it in shadows. The creature must make a DC 16 Wisdom saving throw or be blinded for 1 minute and take 22 (4d10) psychic damage. A creature can repeat the saving throw at the end of its turn, ending the effect on a success.
Detect (Costs 1 Action). The Nightmare Weaver makes a Wisdom (Perception) check.
Scepter (Costs 1 Action). The Nightmare Weaver makes a scepter attack.
Description
The nightmare weaver is a powerful fiend that feeds off of the fears and nightmares of mortals. It enters the dreams of mortals, displaying a terrifying form, and giving them horrific hallucinations and nightmares. Few can withstand the stress that these dark dreams impose on their minds, and are found dead in their beds. Those that survive often wonder the waking world in fear after the experience. The Weaver continues to torment these individuals with nightmares, and seeks as much as it can to haunt their waking life. The weaver seeks to know a creature's deepest fears, and uses those fears to draw the creature to insanity. Once it's prey cannot understand the difference between the waking world and the dream, the weaver goads it into a vulnerable area, and siphon's off the creature's life force, devouring it's fears in the glorious feast it has been awaiting...
Previous Versions
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Forgot to add this:
Haunting Form. the Nightmare Weaver appears as a 12 foot-tall humanoid with flaming eyes that billow smoke and flare when it is angry or pursuing prey. The weaver has charcoal black hair that flows unnaturally, as if moved by some invisible wind, and dark red skin. the Weaver has long claw-like nails, and six fingers on one hand. Even when it is taking a humanoid form (such as through polymorph or similar magic), it's six fingered trait still shows through. The Weaver has vampiric teeth, and strange black symbols on it's skin. It normally appears wearing noble clothes, such as long red robes, and ornate armor. If it appears to hunt or kill it's prey however, it will take a more muscular and fearsome form, and wear only armor. When trying to frighten it's prey, the weaver can contort it's limbs and face in uncanny ways, such as stretching it's jaw past the normal range of motion, stretching it's limbs out farther than they should go, or stretching out it's tongue in odd ways.
Palace of Nightmares. Nightmare Weavers are unique among fiends because they can move freely about the planes, for the most part. Many of them form palaces and fortresses in Limbo, where they are free to shape reality bending abodes that suit their needs. These palaces are often laid out in a labrynthine manner, with architecture that seems impossible to mortal humanoids. The Weaver often lures creatures to it's palace with servants across the planes, and then using it is as hunting grounds to chase the creature and feed off it's fears for sport. The weaver then displays the withered bodies of these creatures in it's palace as trophies.
Dark Servants. The Weaver attracts a very specific kind of minion, which carry out it's dark purposes and attract potential prey to it. The Weaver generally uses creatures such as Night Hags, Carrionettes, Incubi,Rakshasa, Relentless Slashers, and Cambions to terrify and kidnap it's prey, and bring the creatures to it's domain. If the Weaver needs martial support, especially for the purpose of guarding it's palace, then it enlists Bone Devils, Erinyes, Relentless Juggernauts, and the occassional Abishai.