Amethyst Nightmare Dimension (5e Creature)

From D&D Wiki

Jump to: navigation, search

Amethyst Nightmare Dimension[edit]

Large fiend, any evil alignment


Armor Class 21 (natural armor)
Hit Points 287 (25d10 + 150)
Speed 50 ft., climb 30 ft.


STR DEX CON INT WIS CHA
27 (+8) 21 (+5) 22 (+6) 19 (+4) 16 (+3) 10 (+0)

Saving Throws Str +15, Dex +12, Con +13, Int +11, Wis +10
Skills Arcana +11, Athletics +15, Intimidation +14, Perception +10, Stealth +12
Proficiency Bonus +7
Damage Resistances acid, cold, fire, force, lightning, necrotic, psychic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine or silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 120 ft., passive Perception 20
Languages Abyssal, Common, Infernal
Challenge 23 (50,000 XP)


Regeneration. The amethyst nightmare dimension regains 10 hit points at the start of its turn. If the amethyst nightmare dimension takes silver and radiant damage, this trait doesn't function at the start of the amethyst nightmare dimension's next turn. The amethyst nightmare dimension dies only if it starts its turn with 0 hit points and doesn't regenerate.

Legendary Resistance (3/Day). If the amethyst nightmare dimension fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The amethyst nightmare dimension can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Magic Weapons. The amethyst nightmare dimension's weapon attacks are magical.

Charge. If the amethyst nightmare dimension moves at least 10 feet straight toward a target and then hits it with a horns attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Spellcasting. The amethyst nightmare dimension casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
Powers (at will): detect evil and good, detect magic, dimension door, dispel magic (touch only), scrying, soul cage
Cantrips (at will): acid splash, fire bolt, gust, mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): color spray, comprehend languages, identify, magic missile
2nd level (3 slots): invisibility, levitate, mirror image
3rd level (3 slots): fly, haste, slow
4th level (3 slots): banishment, black tentacles, ice storm
5th level (3 slots): creation, conjure elemental, telekinesis
6th level (2 slots): disintegrate, globe of invulnerability
7th level (1 slot): mirage arcane
8th level (1 slot): demiplane
9th level (1 slot): foresight (self only)

ACTIONS

Multiattack. The amethyst nightmare dimension makes three attacks: two with its claws, and one with either its horns, its bite, or its tail.

Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Horns. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage.

Curse of Crystal Petrified Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. The amethyst nightmare dimension's tail stabs curse, A creature restrained by this spell must make a DC 19 Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails it is saved three times, it is turned to crystallized petrified wood and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.


LEGENDARY ACTIONS

The amethyst nightmare dimension can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The amethyst nightmare dimension regains spent legendary actions at the start of its turn.

Detect. The amethyst nightmare dimension makes a Wisdom (perception) check.

Attack. The amethyst nightmare dimension makes one weapon attack.

Portal (Costs 2 Actions). The amethyst nightmare dimension magically portals, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

https://cdn.bsky.app/img/feed_fullsize/plain/did:plc:afyy2bktkuca34dgoz2uppnj/bafkreibhbvpwqr62nb6h5wywx67qdnlpvd75ql2ingqlj2llaef5d66bb4@jpeg
Amethyst Nightmare Dimension by ThomasMHxDeaf

The Amethyst Nightmare Dimension has four long arms, eight ruby eyes, amethyst horns, diamond claws, and diamond fangs, and its upper back and shoulders have amethysts. Its skin is black like a demon lizard.

The Amethyst Nightmare Dimension is a being of higher-dimensional manipulation, capable of manipulating space and dimensions beyond conventional understanding. It can cast powerful spells such as dimension door, scrying, and demiplane, allowing it to traverse and create pocket dimensions effortlessly. Additionally, it can cast scrying and dimension door at will, without limit, as if it were a cantrip.

The Amethyst Nightmare Dimension sees in shades of red when it senses soul and magical energy rather than traditional colors. It possesses truesight within a range of 120 feet, functioning similarly to the detect soul spell. Additionally, it can cast the detect evil and good and detect magic spells.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: