Medium Aberration, Chaotic Evil
Armor Class 15
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws WIS +5, CHA +4
Skills Arcana +3, Deception +3, Insight +6
Damage Resistances Necrotic, Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft, Passive Perception 13
Languages Common, Deep Speech Common, Deep Speech, Dreamtongue
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Dream Warp (Recharge 5–6):
Each creature in a 30 ft. radius must succeed on a DC 14 Wisdom save or be pulled into a shared nightmare vision for 1 minute.
While trapped:

  • The creature is stunned for 1 round.

  • Then, they fight an echo of a personal fear (DM’s choice—flavor this based on the PC’s backstory).

  • They return to consciousness at the end of their next turn.

Sleep Leech (Aura):
At the start of each of Sister Thorne’s turns, each creature within 10 ft. of her that has 1 or more levels of exhaustion takes 5 (1d10) psychic damage. She regains hit points equal to the total damage dealt this way.

Fracture Touch (Recharge 4–6):
Melee Spell Attack +6 to hit, reach 5 ft., one creature.
Hit: 13 (3d8) psychic damage, and the target gains 1 Fracture Point (see custom madness rules). On a failed DC 13 Charisma save, they also hallucinate for 1 minute (roll on short madness table or impose Disadvantage on Wisdom checks).

Actions

Twisted Prayerblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing + 4 (1d8) psychic damage.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions
  • Whisper in the Fog (Costs 1): Force one creature within 60 ft. to make a DC 13 Wisdom save or hear their own name whispered in the mist. On a failure, the target uses its reaction to move 10 ft. in a random direction.

  • Fragmented Echo (Costs 2): Sister Thorne replays a moment from a PC’s past aloud, dealing 2d6 psychic damage and giving the PC disadvantage on their next save vs. Fracture or Madness.

Mythic Actions

Mythic Action Name. 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

Once a healer, Sister Thorne sought to cure Veilmoor’s nightmares by binding dream-spirits. Instead, she trapped herself in a waking nightmare.

Lair and Lair Actions

The Chapel of Shifting Sleep

“She stitched the village’s dreams into her flesh until she could no longer remember her own name.”

Location Type: Twisted Temple / Dream-Haunted Refuge
Recommended Tier: Levels 6–8
Environment: Crumbling subterranean chapel built into the roots of a weeping tree, buried beneath Veilmoor
Inhabitants: Sister Thorne, Silent Choir Acolytes, Memory Leeches, Oneiric Echoes
Lair Actions: Yes (Initiative 20)
Regional Effects: Yes


🌒 Lair Traits

  1. Dream-Reality Overlap: Creatures in the lair are treated as being under the blur spell unless they are immune to psychic damage.

  2. Flesh-Memory Resonance: Anyone attempting to cast divination or enchantment magic must succeed a DC 15 Wisdom save or be stunned until the end of their next turn as their mind loops through someone else’s dream.

  3. Shared Sleep Curse: If one creature in the lair is put to sleep magically, all creatures within 30 feet must succeed a DC 16 Wisdom saving throw or fall asleep as well (even if immune, they become stunned for 1 round instead).


🕯️ Lair Actions (Initiative 20, one per round)

  • Whispers Unseamed: Sister Thorne releases threads of dream-sound. All enemies in the lair must make a DC 17 Wisdom save or take 4d6 psychic damage and suffer disadvantage on saving throws against sleep or charm effects for 1 minute.

  • The Dreaming Turns Its Face: Sister Thorne momentarily changes the battlefield. Each creature must succeed on a DC 16 Intelligence saving throw or believe they are in a nightmare and take 3d8 psychic damage. On a failure by 5 or more, the creature is also restrained by dream-tendrils until the end of their next turn.

  • Echo of Her Birth (Recharge 5–6): An incorporeal dream of Sister Thorne’s former self appears and casts a random 3rd-level illusion or enchantment spell (DM’s choice or roll on a dream spell table). The echo lasts 1 round and cannot be targeted.


🌫️ Regional Effects (Within 1 mile of the chapel)

  • The Village Forgets: People near the chapel begin to forget specific times, loved ones, or recent memories. NPCs roll a DC 12 Intelligence saving throw each day or lose 1d4 hours of memory. PCs affected may lose knowledge of spells, languages, or class features temporarily (DM's discretion).

  • Twilight Slumber: Long rests taken in the region risk dream incursion. Each sleeper rolls a DC 15 Wisdom saving throw. On a failure, they gain 1 Fracture Point and wake up with a random secret or guilt that isn't their own.

  • Sleep-Bound Beasts: Local animals sleep for days on end, twitching and whispering in their dreams. On rare nights, entire flocks of birds fall dead from the sky mid-flight, still dreaming.

If Sister Thorne is killed, the chapel begins to decay within 1d4 days and becomes uninhabitable. The regional effects fade over a week—though the memories she harvested may never return.

Vinn0983

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