Nightmare Wraith

You can't hide from me. I am with you all the time my sweet little fleshbody. And once you go to sleep, I will be waiting.
— Wraith
The following paragraphs are summaries of mental treatment consultations of wraith victims.

Paralyzing

Its body... it was unreal. It felt like it belonged into that nightmare of mine. You know when you have a nightmare and everything makes sense, but afterwards you can't believe that what you saw in there made sense to your brain? It was like that. A dancing shadow body, long black tendrils, red glowing eyes, a watering mouth, spewing tar. That smile, that gods damned smile.

It feeds

It appeared when I started having trouble at work. My boss, he threatens to fire me if I don't perform, and my daughter is extremely ill... I've been having a rought time, and you know what they say: Nightmare Wraiths, they can smell that fear. That sadness. They feed upon it. Oh I'm so sorry, my decaying mental state has brought all this upon me and my family. It lives off of that uncertainty and doubt. And it plans to end it all, doesn't it doc? Doesn't it!

Countermeasures

Sir, I understand your fears, and they are very real, let me assure you. We will have these talks the next few weeks to get your head back in order, but in the meantime, we will get you sorted out.

Mental Fortitude

We have created trinkets that soothe the mind upon falling asleep, lessening the power of the Wraith in your sleep. We may even be able to deter it entirely in that time. All to lure it out into the material plane. You see, the more we disturb it, in other words, the more we fix your mind, the more we force it to appear in the real world, where it will be out of its own element.

Physical Fortitude

The Rox have given us a set of fine soldiers to protect you at your rest at all times in order to slay this monster once it takes form. It will be tough but we will get you through this sir. Once it is slain, your dreams will be fixed, but the mental strain will not be. To see this does not happen again after getting rid of "it", we will stay in contact and get your life sorted out.
Scientific Name
Somnia Caligo Devorata
Average Height
213cm or 7ft
Nightmare Wraith

Other Monsters

Quietkind
Species | Jun 8, 2024
Gorebranch
Species | Jul 29, 2024
Bloodvine
Species | Jul 10, 2023

Statblocks

Nightmare Wraith (Material Plane) CR: 10

Large aberration, chaotic evil (ce)
Armor Class: 16
Hit Points: 136 (16d10 + 48) 16d10+48
Speed: 30 ft , fly: 40 ft , can hover

STR

18 +4

DEX

14 +2

CON

16 +3

INT

18 +4

WIS

14 +2

CHA

18 +4

Saving Throws: Intelligence +9, Wisdom +7, Charisma +9
Skills: Perception +7, Stealth +7, Intimidation +9
Damage Vulnerabilities: Radiant
Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; BPS from nonmagical attacks
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120ft., Passive Perception 17
Languages: Common, Deep Speech
Challenge Rating: 10 ( 5900 XP)
Proficiency Bonus: +5

Innate Spellcasting (Psionics). The Dreambane's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).

At will: detect thoughts, phantasmal force

1/day: dream, symbol (fear only)

3/day: fear, phantasmal killer


Fear Aura
Any creature that starts its turn within 30 feet of the Dreambane must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Dreambane is within line of sight, ending the effect on itself on a success.

Actions

Multiattack
The Dreambane makes three attacks: one with its Bite and two with its Tendrils.
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Tendrils
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). The Dreambane can grapple up to two targets at a time.
Psychic Drain (Recharge 5–6)
The Dreambane targets one creature it is grappling. The target must succeed on a DC 17 Wisdom saving throw or take 27 (6d8) psychic damage and be stunned until the end of its next turn.

Bonus Actions

Ethereal Jaunt
As a bonus action, the Dreambane can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Motivation/Compulsion

The Nightmare Wraith will not kill the victim if they drop to zero hitpoints in the Dreamspace, but they will wake from the long rest with half HP and a level of Exhaustion.

The Dreambane is an insidious, ethereal creature that preys on the subconscious mind, feeding on decaying dreams and nightmares. It exists primarily in the Dreamscape, a realm of thoughts and dreams, but can manifest in the physical world as a shadowy, amorphous form with indistinct features. When glimpsed in the Dreamscape, it appears as a twisted, nightmarish figure with glowing red eyes and tendrils that stretch out to ensnare its victims.

Suggested Environments

Nightmares

Nightmare Wraith (Dreamscape) CR: 12

Large aberration, chaotic evil (ce)
Armor Class: 18
Hit Points: 176 (19d10 + 57) 19d10+57
Speed: 0 ft , fly: 60 ft , can hover

STR

10 +0

DEX

20 +5

CON

18 +4

INT

20 +5

WIS

6 -2

CHA

20 +5

Saving Throws: Intelligence +10, Wisdom +8, Charisma +10
Skills: Perception +8, Stealth +10, Intimidation +10
Damage Resistances: All damage except psychic
Condition Immunities: All conditions except charmed and frightened
Senses: Darkvision 120ft., Passive Perception 18
Languages: Common, Deep Speech
Challenge Rating: 12 ( 8400 XP)
Proficiency Bonus: +5

Innate Spellcasting (Psionics). The Dreambane's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks).

At will: detect thoughts, phantasmal force

1/day: dream, symbol (fear only)

3/day: fear, phantasmal killer


Fear Aura
Any creature that starts its turn within 30 feet of the Dreambane must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Dreambane is within line of sight, ending the effect on itself on a success.

Actions

Multiattack
The Dreambane makes three attacks: one with its Bite and two with its Tendrils.
 
Bite
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
 
Tendrils
Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage, and the target is grappled (escape DC 18). The Dreambane can grapple up to two targets at a time.
 
Psychic Drain (Recharge 5–6)
The Dreambane targets one creature it is grappling. The target must succeed on a DC 18 Wisdom saving throw or take 32 (7d8) psychic damage and be stunned until the end of its next turn.
 
Nightmare Infusion
The Dreambane targets one creature it can see within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or be subjected to horrific visions, taking 22 (4d10) psychic damage and becoming paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Ethereal Jaunt
As a bonus action, the Dreambane can magically shift from the Dreamscape to the Ethereal Plane, or vice versa.

Motivation/Compulsion

The Nightmare Wraith will not kill the victim if they drop to zero hitpoints in the Dreamspace, but they will wake from the long rest with half HP and a level of Exhaustion.

The Dreambane is an insidious, ethereal creature that preys on the subconscious mind, feeding on decaying dreams and nightmares. It exists primarily in the Dreamscape, a realm of thoughts and dreams, but can manifest in the physical world as a shadowy, amorphous form with indistinct features. When glimpsed in the Dreamscape, it appears as a twisted, nightmarish figure with glowing red eyes and tendrils that stretch out to ensnare its victims.

Suggested Environments

Nightmares


Comments

Please Login in order to comment!