Unending Nightmare (5e Creature)
Unending Nightmare[edit]
Medium celestial, chaotic evil Armor Class 18 (natural armor)
Proficiency Bonus +5 Sense Magic. The unending nightmare senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Astride Two Realms. The unending nightmare can enter the Dream from the Material World, and vice versa. It is visible in the Material World while it is in the Verge of Dreams, and vice versa, yet it can't affect or be affected by anything on the other plane. when standing on The Verge, the unending nightmare can see into both the material realm and into The Dream. While in The Verge, the unending nightmare can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Temporal Displacement. A creature has disadvantage on attack rolls against the unending nightmare unless it also has temporal displacement. ACTIONSLashing Sands. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) psychic damage. Terrible Scrutiny. Each creature within 60 feet of the unending nightmare that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this unending nightmare's terrible scrutiny for the next 24 hours. Soporific Clouds. The unending nightmare creates impenetrable, shifting mists in a 20-foot radius around itself. The mists last for 1 minute or until the unending nightmare dismisses them as a bonus action. If a creature starts its turn in the mist, it must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute, or until it takes damage or someone uses an action to shake or slap it awake. If a target's saving throw is successful or the effect ends for it, the target is immune to the mists for the next 24 hours. REACTIONSTemporal Stasis (Recharge 5-6). A creature that hits the unending nightmare with a melee weapon attack must make a DC 17 Constitution saving throw. On a failed save, time ceases to flow for that creature: it is effectively petrified and is also immune to all further damage and conditions. LEGENDARY ACTIONSThe unending nightmare 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 unending nightmare regains spent legendary actions at the start of its turn. Slip. The unending nightmare moves half its speed. |
The unending nightmare is a time-tortured sandman. The Verge of Dreams is a place of ambiguous space and time through which sandmen must navigate to perform their duties. There are dimensional nodes formed from nightmares that seem to last forever, where time is a morass; and rare dread places where horrific dreams are traps of looped time. When a careless sandman fails to steer clear, it emerges as an unending nightmare, having experienced an eternity of torturous hallucination. |
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