Nightmare Haunt

Medium aberration, Neutral Evil

Armor Class

13

Hit Points

44 (8d8 + 8)

Speed

walk 30 ft., climb 30 ft.

Damage Immunities

Psychic

Condition Immunities

Blinded, Charmed, Exhaustion, Frightened

Senses

blindsight 120 ft. (can't see beyond this radius)

Languages

Deep Speech, telepathy 120 ft.

Challenge

5

Proficiency Bonus

+3

Magic Resistance

The nightmare haunt has advantage on saving throws against spells and other magical effects.

Somnophage

At the start of its turn, the nightmare haunt gains a number of temporary hit points equal to 5 times the number of unconscious creatures within 30 feet of itself.

Actions

Multiattack

The nightmare haunt makes two Claw attacks.

Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 9 (2d8) psychic damage.

Tendrils of Slumber (Recharge 5-6)

The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it uses this action again. When a creature other than the nightmare haunt enters the affected area for the first time or starts its turn there, the creature must succeed on a DC 14 Strength saving throw or take 11 (2d10) necrotic damage and have the restrained condition. The affected ground is also considered difficult terrain for creatures other than the nightmare haunt for the duration of its effect. A creature that starts its turn in the area and is already restrained by the tendrils must repeat the saving throw. On a failed save, it has the unconscious condition and instead of the restrained condition caused by the tendrils. On a successful save, the effect ends on the creature. An unconscious creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.

Shadow Stealth (Bonus Action)

While in dim light or darkness, the nightmare haunt takes the Hide action.