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Awake in Alucinar: Nightmare Dragon

nightmare dragon

Adult Nightmare Dragon       CR 14
XP 38,400
CE Huge dragon (extraplanar, nightmare)
Init +4; Senses dragon senses; Perception +25
Aura frightful presence (180 ft., DC 23), nightmare eater (60 ft.)

DEFENSE
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
hp 212 (17d12+102)
Fort +16, Ref +12, Will +15
DR 10/magic; Defensive Abilities negative energy affinity; Immune cold, confusion effects, death effects, energy drain, paralysis, sleep; SR 15

OFFENSE
Speed 40 ft., fly 150 ft. (poor)
Melee bite +22 (2d8+7, Crit 19–20/x2), 2 claws +20 (2d6+3), tail slap +20 (2d6+7), 2 wings +20 (1d8+3)
Space 15 ft.; Reach 10 ft. (15 ft. with bite, tail slap)
Special Attacks crush,  nightmare breath (50-ft. cone, DC 18 Will save)
Spell-like Abilities (CL 17th; concentration +22)
     At will—darkness, nightmare (DC 20), shadow walk, sleep (DC 16)
Sorcerer Spells Known (CL 7th; concentration +12)
     3rd (5/day)—deep slumber (DC 18), dispel magic, inflict serious wounds (DC 18)
     2nd (7/day)—command undead (DC 17), invisibility, web (DC 17)
     1st (8/day)—grease (DC 16), inflict light wounds (DC 16), reduce person (DC 16), shield
     0th—detect magic, detect poison, disrupt undead (DC 15), mage hand, ray of frost, read magic

STATISTICS
Str 25, Dex 14, Con 22, Int 20, Wis 21, Cha 20
Base Atk +17; CMB +26; CMD 38 (42 vs. trip)
Feats Critical Focus, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
Skills Bluff +25, Diplomacy +25, Fly +18, Knowledge (arcana, local, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +20, Survival +25
Languages Abyssal, Common, Draconic, Undercommon
SQ ghost bane, umbral scion

SPECIAL ABILITIES
Ghost Bane (Su) A nightmare dragon’s natural attacks act as though they have the ghost touch property.
Nightmare Breath (Su) Three times per day, a nightmare dragon can breathe a 50-ft. cone of shadows. Creatures that fail a DC 18 Will save are put to sleep for 1d6 rounds and when awoken they are confused for a number of rounds equal to half the amount of time they were asleep (minimum 1 round; no save).
Nightmare Eater (Su) The gluttony of the nightmare dragon allows it to spend a swift action to cause horrific dreams to invade the minds of sleeping creatures. These nightmares deal 2d6 negative energy damage and do not prompt a creature to awaken, healing the nightmare dragon the same amount of damage. The nightmare dragon can heal past its maximum hit point total though any additional temporary hit points vanish after an hour.
Umbral Scion (Ex) Nightmare dragons have negative energy affinity and are immune to energy drain and death effects.

 

[Submitted by Tim Snow!]

5E Rules

ADULT NIGHTMARE DRAGON
Huge dragon, chaotic evil
AC 18 (natural armor)
Hit Points 191 (18d12+74)
Speed 40 ft., fly 70 ft.
STR 22 (+6), DEX 14 (+2), CON 19 (+4), INT 18 (+4), WIS 20 (+5), CHA 20 (+5)

Saving Throws Dex +5, Con +8, Wis +10, Cha +10
Skills Deception +12, Insight +12, Perception +12, Persuasion +12, Stealth +10
Damage Immunities death effects, negative energy, poison
Condition Immunities poisoned
Damage Resistances bludgeoning from nonmagical weapons
Senses darkvision 60 ft., passive perception 22
Languages Common, Draconic
Challenge 14 (11,500 XP)

Legendary Resistance (3/day).
Nightmare Eater. As a bonus action, a nightmare dragon can deal 2d6 psychic damage to a sleeping creature, gaining a number of temporary hit points equal to the damage dealt. This does not awaken sleeping creatures.

ACTIONS
Multiattack. The nightmare dragon can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, one target.
Hit: 17 (2d10+6) slashing damage.
Claw. Melee Weapon Attack: +10 to hit, one target.
Hit: 13 (2d6+6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, one target.
Hit: 15 (2d8+6) bludgeoning damage.
Frightful Presence. 120 ft., DC 20 Wisdom saving throw
Nightmare Breath (Recharge 5-6). The nightmare dragon exhales shadow in a 50-foot cone. Each creature in that line must make a DC 18 Wisdom saving throw, falling asleep for 1d6 rounds on a failed save. When they awaken they are confused for a number of rounds equal to half as long as they were asleep.

LEGENDARY ACTIONS
The nightmare dragon can take 3 legendary actions.
Detect. The nightmare dragon makes a Wisdom (Perception) check.
Ghost Bane. The nightmare dragon’s attacks count as magical for the purposes of overcoming damage resistances. Creatures immune to bludgeoning and slashing damage treat the nightmare dragon’s attacks as if they only had damage resistance instead.
Tail Attack. The nightmare dragon makes a tail attack.

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