You delve into the mind of a creature and pull out their greatest fear, giving it horrific unlife. Choose one creature that you can see that is within range. This creature must succeed on a Wisdom saving throw against your spell save DC or have it's nightmare made flesh. The nightmare appears in an unoccupied space within 10 feet of the target creature. It is hostile only to the target creature, even if attacked by other creatures. When the Nightmare appears, the target creature must succeed on a Wisdom saving throw against your spell save DC or be frightened for as long as the nightmare is summoned. The targeted creature can repeat this saving throw at the end of each of its turns, ending the condition on a success.
The nightmare is undead, it is resistant to non-magical bludgeoning, piercing, and slashing damage, psychic damage, and necrotic damage. If the nightmare takes the form of a humanoid, use the Wight stat block. If the creature is a large creature, use the Owlbear stat block. If the nightmare is a flying creature, use the Manticore stat block. If the nightmare is an aquatic creature use the Killer Whale stat block.
Comments