Discorporation. When Ashiok drops to 0 hit points or dies, it’s body is destroyed but its nightmarish essence lingers in a swirling black smoke for the next 24 hours. During this time creatures within a one mile radius of the haze feel like they are being watched even though they aren’t.
Nightmarish Essence. Ashiok can envelop one target in its line of sight and within 120 ft. in a jet black smoke of nightmare magic. The target becomes incapacitated until Ashiok attacks, casts a spell, or moves out of range. Ashiok can use this trait once per short rest.
Spellcasting. Ashiok, Nightmare King is a 20th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 20, +14 to hit with spell attacks). Ashiok has the following wizard spells prepared:
Cantrips (at will): Chill touch, Minor Illusion, True Strike, Fire Bolt, Blade Ward
1st Level (4 slots): Witch Bolt, Disguise Self, Burning Hands, Sleep
2nd Level (3 slots): Darkness, Phantasmal Force, Crown of Madness
3rd Level (3 slots): Animate dead, Fear, Bestow Curse
4th Level (3 slots): Phantasmal Killer, Polymorph, Banishment, Confusion
5th Level (3 slots): Creation, Dream, Telekinesis
6th Level (3 slots): Disintegrate, Circle of Death, Create Undead
7th Level (2 slots): Finger of Death, Etherealness
8th Level (2 slots): Dominate Monster, Demiplane
9th Level (2 slots): Shapechange, Weird
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) slashing damage.
Nightmarish Longsword. Ashiok attacks with a longsword possessed of nightmare magic. The target must succeed on a DC 20 wisdom check or become frightened immediately after being hit. The target is frightened until a teammate or creature somehow snaps them out of it, decided by the DM. Melee weapon attack +17 to hit, reach 5 ft., one target, 8 (1d8 slashing + 17).
Multiattack. Ashiok makes three attacks. One with its longsword, and two with its spells.
Nightmarish Possesion. When a creature attempts to attack Ashiok with a nonmagical weapon, Ashiok can dematerialize its body, temporarily becoming a gaseous black haze which cannot be dealt damage to. Ashiok becomes physical once it feels the danger has passed. Ashiok can use this reaction only once per long rest.
Ashiok can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Ashiok regains spent legendary actions at the start of its turn. Ashiok’s legendary action options are associated with calling upon the dark nightmare magic that gives it fuel for power and existence.
Nightmare Manifest (Costs 3 Actions). Ashiok selects up to 5 targets within a range of 120 ft. They do not have to be in its line of sight. Ashiok creates physical manifestations of each target’s most horrifying fear. The manifestations are under Ashiok’s control and last until dispelled by Ashiok.
Nightmarish Associates (Costs 4 Actions). Ashiok opens a rift to any plane it chooses. Ashiok can telepathically summon monsters from that plane to come through the rift and wreak havoc, destroying the plane Ashiok is currently on. However, Ashiok can not control these creatures and risks being killed by them.
Description
Ashiok is a sinister being whose origins are shrouded in dark mystery. It has no eyes, nose, or gender. Ashiok is simply the incarnation of nightmares. The twin horns on its head flank the dark nightmare magic that swirls around Ashiok. This is its essence. Ashiok came to Theros because of the strong, magnetic pull of the power of dreams and desires so abundant on Theros. Ashiok had one desire. To conquer Theros by putting a sleep curse on everyone there, then unleashing a never ending nightmare on all, devouring them from the inside. But to do that, Ashiok would need some help. After betraying a Theros politician whom trusted Ashiok so much, Ashiok was granted strength by the Therosian god of trickery and evil. Nothing will stop Ashiok. Nothing. Ashiok just needs a little more time to execute the grand plan.
Lair and Lair Actions
Ashiok’s lair is a large crumbling Therosian temple abandoned by acolytes years ago due to the unstable infrastructure. Ashiok reinforced the temple with its magic, but still the temple has seen better days. The ceiling is extremely high, giving Ashiok plenty of room to hover with its night,are magic. Wisps of black smoke float about the temple, and a hall lined on both sides with marble pillars leads down to Ashiok’s marble throne. Ominously large cracks on every wall are noticeable to all who enter the temple.
Lair Actions
On initiative count 20 (losing initiative ties), Ashiok takes a lair action to cause one of the following effects; Ashiok can’t use the same effect two rounds in a row:
- Ashiok can cause the temple to shift and warp. Ashiok can make chunks of the ceiling collapse, cause pillars to fall, and crack open huge rate of the temple.
- The ominous cracks in the walls hide a secret. At will, Ashiok can open up the cracks to reveal interplanar rifts behind them which allow monsters and magic from other planes to enter the temple through them. However, Ashiok cannot control these entities that enter and risks death.
Regional Effects
The region containing Ashiok’s lair is warped by Ashiok’s nightmare magic, which creates one or more of the following effects:
- Creatures within 3 miles of the temple constantly have terrible nightmares when they sleep and feel always feel like they are being watched
- A strange, thick black haze magically conceals the temple from the naked eye. Only magical weapons can penetrate the smoke, allowing the wielder to enter through a hole of sorts.
If Ashiok dies, these effects fade over the course of 2d6 days.
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