Multiattack: Hypno makes two attacks.
Dream Eater: Hypno targets a creature it can see within 30 feet. The target must succeed on a DC 14 Constitution saving throw or take 2d6 psychic damage, and Hypno regains hit points equal to the damage dealt.
Hypnosis: Hypno chooses a creature it can see within 60 feet. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 1 minute. The sleeping creature can repeat the saving throw at the end of each of its turns, waking up on a success or taking damage.
Nightmare Induction: Hypno can use its psychic abilities to induce nightmarish visions in the minds of its targets. As an action, it forces a creature within 60 feet to make a DC 14 Wisdom saving throw or take 4d6 psychic damage. A successful save reduces the damage by half.
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