Large Fiend, Lawful Evil
Armor Class 17 Half Plate
Hit Points 132 (19d10 + 28)
Speed 40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws WIS +9, CHA +10
Skills Deception +8, Perception +9, Persuasion +6
Damage Resistances Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Frightened
Senses Darkvision 60ft., Passive Perception 19
Languages Abyssal, Common, Telepathy 300 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Actions

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.

Legendary Actions

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

Name Date Modified Views Adds Version Actions
5/16/2021 11:59:16 AM
17
0
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6/6/2021 10:13:21 PM
29
0
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6/9/2021 3:04:00 PM
24
2
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Coming Soon
Gh0styy

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