Darkrai (5e Creature)
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Medium fiend, chaotic neutral
Saving Throws Wis +9
Bad Dreams. Unconscious creatures that aren't dying within 120 feet of Darkrai take 14 (4d6) psychic damage at the end of each of their turns as they are shown horrible dreams. This damage does not wake the unconscious creature, however if the creature is shaken awake by another creature, if they had taken the damage within the last minute, they become frightened of Darkrai until the end of their next turn. This damage cannot reduce a creature below 1 hit point.
Shadow Stealth. Darkrai has advantage on dexterity(stealth) checks while in dim light or darkness.
Multiattack. Darkrai uses Dream Eater or Dark void if available then makes two Dark Pulse or Fowl Play attacks.
Dark Void (Recharge 5-6). Darkrai fires a sphere of purple energy at a point within 120 feet of itself, which expands in a 20 foot radius sphere; forcing each creature in this area to make a DC 17 charisma saving throw or fall asleep.
Unending Nightmare (1/day). Darkrai touches a creature within 5 feet of it, forcing them to make a DC 17 charisma saving throw or be cursed. A creature has disadvantage on this saving throw during a moonless night. The next time the cursed creature falls asleep they are wracked with horrible nightmares and are unable to wake up until the curse is removed.
Dark Pulse. Ranged Spell Attack: +10 to hit, range 90/120 feet., one target. Hit: 24 (3d12 + 5) necrotic damage.
Dream Eater. Ranged Spell Attack: +10 to hit, range 30 feet., one unconscious creature. Hit: 23 (4d8 + 5) psychic damage and Darkrai regains a number of hit points equal to the damage dealt.
Fowl Play. Melee Weapon Attack: +X +5 to hit, reach 5 feet., one target. Hit: (Xd6 + X) bludgeoning damage. X is equal to the target's strength modifier (minimum of 1).
Sucker Punch. As a reaction to being targeted with a Melee Attack roll, Darkrai can make the following attack; Melee Weapon Attack: +8 to hit, reach 5 feet., one target. Hit: (1d8 + 3) bludgeoning damage.
The 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 regains spent legendary actions at the start of its turn.
Dark Pulse (Costs 2 Actions). Darkrai uses dark pulse.
Move. Darkrai moves up to half its speed without provoking opportunity attacks.
Manifest Nightmare (requires 2 legendary actions available). Darkrai buzzes with negative energy in a 10 foot radius around itself. The next time it can use a legendary action Darkrai must spend one to engulf the radius with nightmarish infinity energy, frightening each creature in the area for the next minute and dealing 78 (12d12) psychic damage. A creature can make a DC 17 wisdom saving throw at the end of their turn to remove the frightened condition.