THE SHARED REFERENCE Adventurer

Monster

Relentless Nightmare

Outside your table’s allowed sources

Official reference · RHW · 2014

Creature type
Fiend
Size
Medium
Armor class
17
Hit points
144 (17d8 + 68)
Speed
Walk 30 ft.
Challenge rating
11
Alignment
Neutral Evil
Strength
20
Dexterity
18
Constitution
19
Intelligence
13
Wisdom
16
Charisma
18
Passive Perception
13
Initiative
+8
Saving Throws
dex: +8; con: +8; cha: +8
Senses
Darkvision 120 ft.
Languages
understands all but can't speak
Condition Immunities
charmed, exhaustion, frightened

Traits

Legendary Resistance (2/Day)

If the nightmare fails a saving throw, it can choose to succeed instead.

Nightmarish Restoration

If the nightmare dies, its body disappears into mist, and it gains a new body in 1d10 days, reviving with all its Hit Points in the nearest unoccupied space next to an Unconscious creature cursed by its Haunter's Spear. This trait doesn't function if there are no remaining targets cursed in this way.

Actions

Multiattack

The nightmare makes two Haunter's Spear attacks. It can replace one attack with a use of Exhausting Gaze.

Haunter's Spear

Melee Ranged Attack: +9, reach 10 ft. or range 60 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Psychic damage. Additionally, the target is cursed by the nightmare if it isn't already. Until this curse ends, finishing a Long Rest doesn't reduce the target's Exhaustion level.

Exhausting Gaze

Wisdom Saving Throw: DC 16, one creature the nightmare can see within 60 feet. Failure: 14 (4d6) Psychic damage, and the target gains 1 Exhaustion level.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Dreamwalk

The nightmare teleports to an unoccupied space within 5 feet of a creature it can see, then makes a Haunter's Spear attack.

Narcotize

The nightmare targets one creature it can see within 120 feet that's cursed by its Haunter's Spear. The target takes 7 (2d6) Psychic damage and has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it.

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