Living Nightmare
Creature 8 (uncommon) — dream, incorporeal
WeaverShadeAERIALdreamincorporeal
An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific
Source: curtain-call-bestiary
Perception +18; darkvision
Languages telepathy 100 feet
Skills acrobatics +14, deception +18, intimidation +18, occultism +12, stealth +18
Str
-5
Dex
+4
Con
+3
Int
+0
Wis
+2
Cha
+6
AC 24
Fort +15
Ref +18
Will +14
+1 status to all saves vs. magic
HP 110
Immunities disease, paralyzed, poison, precision, sleep
Resistances all-damage (except force, ghost-touch, void) 5
Speed 0 feet, fly 40 feet
Offense
Melee Nightmare Tendril (agile, finesse) +20, Damage 4d8 void plus Endless Nightmare
Abilities
Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. Magic —
Endless Nightmare (curse, emotion, fear, mental, occult) — An animate dream's touch fills the victim's mind with terrifying visions
Saving Throw DC 26 Fortitude
Stage 1 Fatigued (1 day)
Stage 2 fatigued and Stupefied 1 (1 day)
Stage 3 The victim falls Unconscious and can't be awakened as long as they remain at this stage (1 day).
Saving Throw DC 26 Fortitude
Stage 1 Fatigued (1 day)
Stage 2 fatigued and Stupefied 1 (1 day)
Stage 3 The victim falls Unconscious and can't be awakened as long as they remain at this stage (1 day).
Thematic Innate Spell — In addition to the occult innate spells, these living nightmares also have a 4th-rank thematic innate spell, chosen by you to match the themes and needs of the enemy the living nightmare embodies. For example, if the foe Nemesis is based on allied with will-o'-wisps, the living nightmares might have Invisibility or Thunderstrike as their additional thematic innate spell, or if the foe Nemesis is based on allied with mind-manipulating creatures from the frozen north, the living nightmares might have Chilling Darkness or Confusion as their additional spell. Even though this spell is cast as an occult spell, you can pick a spell from another magical tradition if you wish.
Occult Innate Spells DC 26, attack +18
4th Nightmare, Translocate (At Will), Vision of Death
1st Fear, Sleep
WORKS WELL WITH
CrasherAERIALA Crasher finishes targets the nightmare has debilitated with its Endless Nightmare affliction and occult spells.
AnvilAERIALAn Anvil bodyguards the nightmare while it layers persistent debuffs on the party.
FlankerAERIALA Flanker exploits the distraction of telepathic assault to close in for paralysis and grab.
PUNISHES
✖ low Fort✖ non-magical strikes✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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