Nightmare, 2nd Variant (5e Creature)
The Nightmare[edit]
Huge monstrosity, neutral evil Armor Class 25 (natural armor)
Saving Throws Str +13, Con +13, Int +3 Legendary Resistance (3/day). If Nightmare fails a saving throw, it can choose to succeed instead. Charge. If Nightmare moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Frightful Presence. Each creature of Nightmare's choice that is within 120 feet of it and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Nightmare's Frightful Presence for the next 24 hours. Components. Nightmare has different components that can be specifically targeted by attacks in combat. Destroying these components puts Nightmare at a disadvantage. Gravity Generator (AC 25, 50 hit points). If destroyed, Nightmare can no longer use its Control Gravity ability. Mask (AC 25, 80 hit points). If destroyed, Nightmare's grotesque face is revealed, reducing its AC to 19. ACTIONSMultiattack. Nightmare makes up to one slam attack and two burst laser attacks. Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Burst Laser. Ranged Weapon Attack: +8 to hit, range 60/300 ft., one target. Hit: 11 (2d8+2) radiant damage. Control Gravity (recharge 5-6). Nightmare activates its gravity generator, altering the gravity in a 300-foot radius centered on it for 1 minute. It chooses from one of the following modes: Directional Gravity. Nightmare determines the direction of gravity within the radius. All creatures and objects in that area that aren't anchored to a surface fall in the chosen direction. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall. If a surface or an anchored object is encountered in this fall, creatures and objects strike it just as they would during a normal fall. If an affected creature or object reaches the radius's edge without striking anything, it exits the radius and becomes affected by normal gravity once more. Increased Gravity. Nightmare dramatically increases the strength of the gravity within the radius. All creatures and objects within the area weigh ten times as much. A creature within the radius must make a Strength saving throw, having its speed reduced to 5 feet on a failure, or halved on a success. Ranged attacks have disadvantage if the projectiles travel through the area. Zero Gravity. Nightmare suppresses all gravity within the area. All creatures and objects within the area are rendered weightless. Affected creatures can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing, or by flying. The gravity generator requires concentration to remain active. Phase (2/rest). Nightmare temporarily becomes ethereal and intangible for 1 minute, allowing it to phase through solid matter. While ethereal in this way, it can't affect or be affected by anything, and it can move through other creatures and objects as if they were difficult terrain. It takes 5 (4d10) force damage if it ends its turn inside an object. This effect requires concentration to maintain, and if it ends while Nightmare is inside of an object, Nightmare is shunted to the nearest unoccupied space.
LEGENDARY ACTIONSNightmare 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. Ram. Nightmare moves up to half its speed without provoking opportunity attacks and then makes one Slam attack. Laser Barrage (costs 2 legendary actions). Nightmare makes up to three burst laser attacks. Alter Gravity. If Nightmare's gravity generator is active, it switches the current mode. |
This hulking biomechanical creature is an experimental weapon created by the Galactic Federation. |
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