Melee Attack. +8 to hit, reach 5 ft., 1 target. Hit: 1d8 + 3 [primary]* + 1d4 [secondary]* damage.
Ranged Attack. +8 to hit, range 120/600 ft., 1 target. Hit: 1d4 + 5 force damage.
Form-specific Attacks:
In addition to one of the above attacks, the Bringer of Nightmares can make one of the following attacks, based on its current form:
Human. Multi-attack. The Bringer makes an extra melee or ranged attack
Blob. Acid Spray. The Bringer jumps and then lands, releasing a 15 ft. radius acid spray; all creatures within the spray must succeed a DC 14 Constitution saving throw or take 2d8 acid damage and half as much on a successful save
Serpent. Tail Whip. The Bringer whips its tail in a 15 ft. by 5 ft. line; all creatures in the line must succeed a DC 15 Dexterity saving throw or take 2d8 bludgeoning damage unless a creature is 15 ft. away, in which case, it takes 3d8 bludgeoning damage from the metal rattler
Boar. Charge. The Bringer charges in a 30 ft. by 10 ft. line, using its movement without provoking opportunity attacks; all creatures in the line must succeed a DC 15 Dexterity saving throw or take 2d8 piercing + 2d8 bludgeoning damage and get knocked prone
*See Lair Action
Opportunity Attack.
The Bringer of Nightmares can use 2 legendary actions, using the Dead Man's Volley option below. It can take only one legendary action at a time and only at the end of another creature's turn. The Bringer regains spent legendary actions at the start of its turn.
Dead Man's Volley. The Bringer releases a ball of lightning energy at a single target; the target must succeed a DC 10 Dexterity saving throw or take 2d6 lightning damage; on a successful save, the target may choose to either dodge it or, if the target has a metal object or a glass bottle, as a free action, deflect it back at the Bringer with that object, at which point, it becomes the target and must succeed a DC 12 Dexterity saving throw or take 3d6 lightning damage and have the same options on a successful save; each time the ball is deflected, the DC increases by 2 and the damage increases by 1d6.
Description
A Bringer of Nightmares invades the dreams of others and takes control of them in attempt to gain dominion over the entire Plane of Dreams and enforce its tyrannical rule through the subconscious mind. Bringers of Nightmares often seek out powerful dreamers, such as deities or beings powerful with magic, as their dreams tend to be more stable than those of others. While in a host's dream, it can take many different forms, as listed below.
Human: The Bringer of Nightmares takes on the shape of a medium human (humanoid) who carries a sword
Blob: The Bringer takes on the shape of a large ooze that can form a metal protrusion from its body
Serpent: The Bringer takes on the shape of a large, serpent (beast) that has a metal rattler on its tail
Boar: The Bringer takes on the shape of a large, feral boar (beast) that has metal tusks
This monster is inspired by the final boss of The Legend of Zelda: Link's Awakening
Lair and Lair Actions
A Bringer of Nightmare's Lair
A Bringer of Nightmare's lair is typically found at the center of its host dream, whose form is dictated by the dreamer. For example, the center of a deity's dream might be some form of shrine to itself, while the center of a ruler's dream might be a place of governance. Bringers will try divert attention away from their lair as much as possible since, should someone reach the center of the dream, the dreamer could be awakened; however, this can only happen when the Bringer is not present as, when a Bringer is in its lair, the ambient magic keeping the dreamer asleep is amplified.
Lair Actions
When fighting inside its lair, a Bringer of Nightmares can invoke ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Bringer can take one lair action to cause both of the following effects:
Summon Minions. The Bringer summons 1d4 Skeletons, which appear in a corresponding number of spaces of the Bringer's choice within 30 feet of itself.
Shapeshift. The Bringer changes forms, damage types, resistances, and immunities in the following order (it is always immune to the frightened, petrified, paralyzed, and charmed conditions):
1. Human; primary and secondary damage type: slashing; resistances: none; immunities: none
2. Blob; primary damage type: bludgeoning; secondary damage type: acid; resistances: bludgeoning; immunities: grappled
3. Serpent; primary damage type: piercing; secondary damage type: poison; resistances: poison; immunities: poisoned
4. Boar; primary damage type: piercing; secondary damage type: bludgeoning; resistances: none; immunities: none
Previous Versions
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1/17/2026 7:42:53 AM
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6/7/2026 5:24:05 AM
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6/19/2026 8:53:54 AM
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6/19/2026 9:14:43 AM
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