Small Fey, Typically Chaotic Neutral
Armor Class 15 Natural
Hit Points 3 (1d4)
Speed 30 ft.
STR
2 (-4)
DEX
20 (+5)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)
Skills Perception +4, Stealth +7
Damage Resistances Psychic
Senses Passive Perception 14
Languages Sylvan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Innate Spellcasting. The Wandering Nightmare's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring only its pixie dust as a component:

At will: druidcraft, dancing lights, thaumaturgy

1/day each: confusion, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, minor illusion, Silent Image

10/day: Sleep
Note: By using multiple uses of sleep the Wandering Nightmare can up cast the Sleep spell.

Frightful Transformation. When this creature use the Polymorph spell in simultaneously cast the fear spell.

Dream Walker. If a creature failed the saving throw from Dream Eater and has an intelligence of 10 or lower this creature can puppeteer the body of that creature its attached to that creatures head.

Glutinous Fiend. If this creature eats a 30 days worth of food it increases in a size class if this creature is any bigger than small its DC increases by 2 for each size above small and now deals 2d4 Physic damage on a failed save for every size it is above small.

Looming Beast. A creature frightened or scared has disadvantage on all saving throws against this creature.

Monster of the Fey. Each time this creatures size class it gains the following benefits, +1 CR, +1 AC, +10 HP, +1 Strength, +1 Dexterity, +1 Constitution, +1 Intelligence, +1 Wisdom, +1 Charisma

Actions

Superior Invisibility. The Wandering Nightmare magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the Wandering Nightmare wears or carries is invisible with it.

Dream Eater. While a creature is sleep the Wandering Nightmare can latch on a creatures head and consumes the dream and nightmares of that creature. That creature must make a DC 12 intelligence saving throw, on a failed save that creature permanently loses 1 point of intelligence. This gives the Wandering Nightmare sustenance for up to 3 days, or 7 days on a failed save.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Wandering Nightmare, The monster of the Fey Wilds; ordinality not to much of a threat to other fey, however to non fey this creature is feared as they feed off dreams, each Wandering Nightmare has a unique appearance however each one tends to have a couple of similar traits such as green scaly or bark like skin, and tiny stubby legs.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: fey

Habitat: Forest

Azle

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