| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 16 | +3 | +3 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 11 | +0 | +0 |
| CHA | 18 | +4 | +4 |
Dream Spirit. The bangungot cannot be put to sleep.
Nightmare Presence. Creatures under normal or magical sleep are not awakened by taking damage from the bangungot unless theye succeed on a DC 15 Wisdom saving throw. In addition, sleeping creaturese within 30 feet of the bangungot take 2d6 psychic damage at the start of their turns.
Spellcasting. The bangungot's spellcasting ability is Charisma (spell save DC 15, + 7 to hit with spell attacks). They can innately cast the following spells requiring no verbal, somatic, or material components.
The bangungot has following spells prepared:
Sleep (4th level)
Tree Stride
The spells can only be used up to 3 times every long rest.
Multiattack. The bangungot makes two slam attacks.
Sit. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 21 (3d10 + 5) bludgeoning damage plus 27 (5d10 + 5), and the target is grappled (escape DC 16).
Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If a target is medium or smaller, they must succeed on a DC 16 Strength saving throw or be knocked prone.
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 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
This maleficent nightmare. The giant hag of the trees. The bangungot is the name used when describing an evil and wicked hag that sits upon their chests when they wake up in the middle of the night. Most of the time, one does not live through the experience. These nightmare creatures are also known as batibat.
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.
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