Large Fiend, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 266 (28d10 + 117)
Speed 50 ft.
STR
24 (+7)
DEX
22 (+6)
CON
20 (+5)
INT
8 (-1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +11, DEX +10, CON +9, INT +3, WIS +7, CHA +8
Damage Resistances All
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 14
Languages Languages understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fearful Presence. Any creature within 20 feet of the Nightmare Teddy must succeed on a DC 18 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.


Spider Climb. The Nightmare Teddy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

Actions

Nightmare Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 21 (2d12 + 7) piercing damage plus 21 (6d6) psychic damage. The target must succeed on a DC 18 Wisdom saving throw or become frightened until the end of its next turn.

Nightmare Roar (1/day). The Nightmare Teddy lets out a terrifying roar. Each creature within 40 feet of the Nightmare Teddy that can hear it must succeed on a DC 18 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.

Incorporeal Movement. The Nightmare Teddy can move through other creatures and objects as if they were difficult terrain. It takes 10 (3d6) force damage if it ends its turn inside an object.

Legendary Actions

The Nightmare Teddy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.


Nightmare Bite. The Nightmare Teddy makes one bite attack.

Nightmare Teleport. The Nightmare Teddy magically teleports up to 40 feet to an unoccupied space it can see.

Nightmare Maelstrom (Costs 2 Actions). The Nightmare Teddy creates a swirling vortex of darkness and terror centered on itself. Each creature within 40 feet of the Nightmare Teddy must succeed on a DC 18 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. Additionally, any creature that starts its turn within 40 feet of the Nightmare Teddy while this maelstrom is active takes 10 (3d6) psychic damage.

Description

The CR 10 Nightmare Teddy is even more imposing than its predecessors, standing at over 20 feet tall. Its fur is long gone, revealing its decaying and twisted muscles. Its eyes are solid black, devoid of any pupils, and seem to bore into the very souls of those who meet its gaze. Its teeth are jagged and razor-sharp, and its claws are long and deadly. Its movements are quick and graceful, almost snake-like in their fluidity. Its very presence. Its roar is deafening, causing the ears of any who hear it to bleed profusely. Its presence is suffocating, as if the very essence of nightmares has come to life before you.

Nightly_dream

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