Nightmare Haunt

CreatureMCV4EC2014

Medium aberration, neutral evil

Armor Class
13
Hit Points
44 (8d8 + 8)
Speed
30 ft., climb 30 ft.
Challenge
5 (1,800 XP)
STR
14
+2
DEX
17
+3
CON
13
+1
INT
9
-1
WIS
12
+1
CHA
17
+3
Damage Immunities
psychic
Condition Immunities
blinded; charmed; exhaustion; frightened
Senses
blindsight 120 ft. (can't see beyond this radius), passive Perception 11
Languages
Deep Speech, telepathy 120 ft.

Traits

Magic Resistance.

The nightmare haunt has advantage on saving throws against spells and other magical effects.

Somnophage.

At the start of its turn, the nightmare haunt gains a number of temporary hit points equal to 5 times the number of unconscious creatures within 30 feet of itself.

Actions

Multiattack.

The nightmare haunt makes two Claw attacks.

Claw.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 9 (2d8) psychic damage.

Tendrils of Slumber 5.

The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it uses this action again. When a creature other than the nightmare haunt enters the affected area for the first time or starts its turn there, the creature must succeed on a DC 14 Strength saving throw or take 11 (2d10) necrotic damage and have the restrained condition. The affected ground is also considered difficult terrain for creatures other than the nightmare haunt for the duration of its effect.

A creature that starts its turn in the area and is already restrained by the tendrils must repeat the saving throw. On a failed save, it has the unconscious condition and instead of the restrained condition caused by the tendrils. On a successful save, the effect ends on the creature. An unconscious creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.

Bonus Actions

Shadow Stealth.

While in dim light or darkness, the nightmare haunt takes the Hide action.

Raw data
{
  "ac": [
    13
  ],
  "cr": "5",
  "hp": {
    "average": 44,
    "formula": "8d8 + 8"
  },
  "cha": 17,
  "con": 13,
  "dex": 17,
  "int": 9,
  "str": 14,
  "wis": 12,
  "name": "Nightmare Haunt",
  "size": [
    "M"
  ],
  "type": "aberration",
  "bonus": [
    {
      "name": "Shadow Stealth",
      "entries": [
        "While in dim light or darkness, the nightmare haunt takes the {@action Hide} action."
      ]
    }
  ],
  "speed": {
    "walk": 30,
    "climb": 30
  },
  "trait": [
    {
      "name": "Magic Resistance",
      "entries": [
        "The nightmare haunt has advantage on saving throws against spells and other magical effects."
      ]
    },
    {
      "name": "Somnophage",
      "entries": [
        "At the start of its turn, the nightmare haunt gains a number of temporary hit points equal to 5 times the number of {@condition unconscious} creatures within 30 feet of itself."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "The nightmare haunt makes two Claw attacks."
      ]
    },
    {
      "name": "Claw",
      "entries": [
        "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 9 ({@damage 2d8}) psychic damage."
      ]
    },
    {
      "name": "Tendrils of Slumber {@recharge 5}",
      "entries": [
        "The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it uses this action again. When a creature other than the nightmare haunt enters the affected area for the first time or starts its turn there, the creature must succeed on a {@dc 14} Strength saving throw or take 11 ({@damage 2d10}) necrotic damage and have the {@condition restrained} condition. The affected ground is also considered difficult terrain for creatures other than the nightmare haunt for the duration of its effect.",
        "A creature that starts its turn in the area and is already {@condition restrained} by the tendrils must repeat the saving throw. On a failed save, it has the {@condition unconscious} condition and instead of the {@condition restrained} condition caused by the tendrils. On a successful save, the effect ends on the creature. An {@condition unconscious} creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a {@spell remove curse} spell or similar magic."
      ]
    }
  ],
  "immune": [
    "psychic"
  ],
  "senses": [
    "blindsight 120 ft. (can't see beyond this radius)"
  ],
  "source": "MCV4EC",
  "passive": 11,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "MW"
  ],
  "alignment": [
    "N",
    "E"
  ],
  "languages": [
    "Deep Speech",
    "telepathy 120 ft."
  ],
  "senseTags": [
    "B"
  ],
  "traitTags": [
    "Magic Resistance"
  ],
  "actionTags": [
    "Multiattack"
  ],
  "damageTags": [
    "N",
    "S",
    "Y"
  ],
  "languageTags": [
    "DS",
    "TP"
  ],
  "hasFluffImages": true,
  "alignmentPrefix": "typically ",
  "conditionImmune": [
    "blinded",
    "charmed",
    "exhaustion",
    "frightened"
  ],
  "conditionInflict": [
    "restrained"
  ],
  "savingThrowForced": [
    "strength"
  ]
}