Amethyst Nightmare Dimension (5e Creature)
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Amethyst Nightmare Dimension[edit]
Large fiend, any evil alignment Armor Class 21 (natural armor)
Saving Throws Str +15, Dex +12, Con +13, Int +11, Wis +10 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): ACTIONSMultiattack. 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 ACTIONSThe 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. |
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. |
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