Illumination. The nightmares shed bright light in a 30-foot radius and dim light for an additional 30 feet.
Team. When the Twenty Nightmare Team is reduced to half its hit points or less, its size becomes Huge, and it can make no more than four attacks with its Passing Trample.
Imaginary. The nightmares disappear when when they are reduced to 0 hit points.
Blinkered. The Twenty Nightmare Team doesn't make Opportunity Attacks.
Passing Trample. The Twenty Nightmare Team makes up to eight Hooves attacks, but only one against each creature it can reach while moving.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 ((2d8+4)) bludgeoning damage plus 7 ((2d6)) fire damage.
Break Free. Trigger: The team has at least 44 hit points, and it takes slashing damage. Response: The Twenty Nightmare Team takes an additional 22 damage, and one Nightmare with 22 hit points appears within 5 feet of the attacker.
Description
Imaginary creatures created by the Barghest Harvester.
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