Huge Undead, Typically Chaotic Evil
Armor Class 12
Hit Points 200 (25d12 + 38)
Speed 40 ft., Fly 40 ft.
STR
22 (+6)
DEX
15 (+2)
CON
24 (+7)
INT
6 (-2)
WIS
9 (-1)
CHA
8 (-1)
Saving Throws CON +11
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 9
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Annihilating Aura. Any creature that starts its turn within 5 feet of the nightmare must succeed on a DC 15 Constitution saving throw or take 4 (1d6) necrotic damage. Undead are immune to this aura.

Life Eater. A creature dies if reduced to 0 hit points by the nightmare.

Unusual Nature. The nightmare doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The nightmare makes two Enervating Focus attacks, one of which can be replaced by Finger of Doom, if available.

Enervating Focus. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Finger of Doom (Recharge 6). The nightmare points at one creature it can see within 100 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 13 (2d12) necrotic damage and become frightened until the end of the nightmare’s next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to the nightmare’s Finger of Doom for the next 24 hours.

Habitat: CoastalForestGrasslandHill

Marcedarc

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