Tiny Aberration, Chaotic Evil
Armor Class 25 Natural Armor
Hit Points 200 (16d10 + 112)
Speed 50 ft., Fly 50 ft., Swim 50 ft.
STR
19 (+4)
DEX
25 (+7)
CON
18 (+4)
INT
12 (+1)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +9, DEX +12, CON +9, WIS +6
Skills Nature +7, Perception +7, Stealth +13, Survival +7
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Fire, Poison, Psychic
Senses Blindsight 120 Feet, Tremorsense 15 feet, Passive Perception 17
Languages All Cannot speak or write, Telepathy Can speak to any creature that can understand at least one language.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Final Surprise. When the Beautiful Nightmare is killed, it explodes violently. Each creature within 10 feet must make a DC 19 DEX saving throw, taking 36 (5d12) fire damage and 36 (5d12) poison damage and become infected by the Beautiful Nightmare parasite on a failed save. Creatures that make a successful save take half damage and aren't infected.

Healthy. The Beautiful Nightmare is immune to disease.

Parasitic Existence. A creature that makes physical contact with the Beautiful Nightmare, hits it with a melee attack, or fails the saving throw of its Fire Breath must succeed on a DC 19 CON saving throw or be infected by the Beautiful Nightmare parasite. An infected creature shows no external symptoms during the first day of infection. On the second day, the infected becomes painfully uncomfortable in clothes and armor and 1d4 strange pink spots begin to appear on the infected creatures' body. On the third day, the infected begins sweating profusely and the spots begin to grow rapidly. On the fourth day, the spots burst open and new Beautiful Nightmares are spawned. This does not kill the infected.

The infected creature may retry the saving throw at the beginning of its turn, pausing the infection during that round if successful. After 4 failures saving throws, the infected falls into control of the Beautiful Nightmare that infected it and has disadvantage on any rolls involving the parasite or the Beautiful Nightmare negatively. While infected with the parasite, if the infected is targeted by a spell or ability that would give it health or temporary hp, if the spell or ability isn't originating from the Beautiful Nightmare or another infected creature, the target gains only half of the healing or temporary hp.

Upon initial infection, roll on the Infection Gifts table in the description below. The DM may allow additional rolls for longer infection periods. Ridding the infected of the parasite removes any benefits given by it.

Creatures immune to disease are immune to the parasite. Any spell, ability, etc. that can cure a disease can kill the parasite within, but curing an afflicted may become more difficult at the DM's choice. After a creature is cured, check the Trauma Chart in the description below.

Legendary Resistance (3/day). If the Beautiful Nightmare fails a saving throw, it may choose to succeed instead.

Natural Disguise. While not moving, the Beautiful Nightmare is indistinguishable from a normal flower, giving it advantage on any Stealth checks. Additionally, the Beautiful Nightmare can use a bonus action to change its disguise to match nearby flowers.

Otherworldly Nature. The Beautiful Nightmare's attacks count as magical for overcoming immunities and resistances.

Sense Strength. The Beautiful Nightmare can sense the closest creature with the lowest Constitution score that isn't infected by its parasite within 1 mile of itself.

Superior Spider Climb. The Beautiful Nightmare can climb along any solid surface, even upside-down, without needing to make a climb speed. Additionally, the Beautiful Nightmare doesn't take damage from falling 100 feet or less.

Actions

Multiattack. The Beautiful Nightmare makes three attacks in any combination of its Claw attack and its Bite attack.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 18 (2d10 + 7) piercing damage. The target creature must succeed on a DC 19 CON saving throw or become paralyzed for 1 minute. A creature paralyzed this way can repeat the saving throw at the end of each of its turns, ending the effect if successful.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 7) slashing damage and the target takes 7 (2d6) at the end of its next turn. If the target moves 30 feet or more, they take twice that.

Fire Breath (recharge 5-6). The Beautiful Nightmare exhales a 30-foot cone of flames. Each creature in the area must succeed on a DC 21 DEX saving throw, taking 10d8 fire damage on a failed save or half as much with a successful one.

Healing/Draining Spores. Ranged Magic Attack, range 60 feet, 1 target. The Beautiful Nightmare forces a creature within range to make a DC 18 CON saving throw, taking 22 (4d10) necrotic damage on a fail or half as much on a success. Infected creatures it targets automatically fail the saving throw, but are healed instead.

Bonus Actions

Change Petals. If the Beautiful Nightmare's disguise doesn't match nearby flowers, it changes colors and shape to better hide.

Legendary Actions

The Beautiful Nightmare gets 4 action points that it can use between its opponents turns. It regains all spent action points at the beginning of its turn.

Nimble Movement (Costs 1 Actions). The Beautiful Nightmare can move up to its max movement without provoking opportunity attacks.

Attack (Costs 2 Actions). The Beautiful Nightmare makes a single attack with its Claw or Bite.

Reflective Barrier (Costs 3 Actions). The Beautiful Nightmare creates a magical barrier, partially protecting it from magic. Until the beginning of its next turn, the Beautiful Nightmare takes half damage from spells and the remaining damage is reflected back to the caster as Force damage.

Description

Infection Gifts (d6)

  1. At the beginning of the infected creatures' turn, they gain an amount of temporary hit points equal to three times their CON modifier (min. 1).
  2. The infected gains advantage on WIS (Perception) checks and WIS saving throws.
  3. The infected gains a Bite and/or Claw attack.
  4. The infected gains the ability to telepathically talk to the Beautiful Nightmare and any creatures it has infected.
  5. The infected gains the ability to change the color and texture of their skin, granting them advantage on DEX (Stealth) checks.
  6. The infected gains a fly, swim, or climb speed equal to their movement speed.

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Trauma Chart

If the parasite is not purged from an infected creature fast enough, the creature will suffer based on the length of time for which it was infected before being cured. Roll a dice based on the time frame to determine how long the aftereffects last.

Short Duration (1d6 days): The victim feels mildly itchy, as though there is something foreign underneath their skin, and has slight feeling of emptiness, incompleteness, or loneliness.

Moderate Duration (1d6 weeks): The victim feels a mild, but consistant, urge to seek the Beautiful Nightmare, driven by a need for control or emotional relief.

Long Duration (1d6 months): The victim becomes incredibly obsessed with finding the Beautiful Nightmare, or a new one if the original was destroyed, in order to be reinfected, risking self-destruction if necessary. The desire increases with the passage of time.

Previous Versions

Name Date Modified Views Adds Version Actions
1/28/2025 3:30:18 PM
11
1
5.e.
Coming Soon

Monster Tags: abberationambusher

ArgoTheMerc

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