Armor Class
13
Nightmare Haunt
Medium Aberration · Neutral Evil
Hit Points
44 (8d8 + 8)
Speed
Walk 30 ft., Climb 30 ft.
CR
5
Traits
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 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. 6 () Slashing damage plus 9 () Psychic damage.
Tendrils of Slumber Recharge 5
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 () Necrotic damage and have the 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 by the tendrils must repeat the saving throw. On a failed save, it has the condition and instead of the condition caused by the tendrils. On a successful save, the effect ends on the creature. An creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a spell or similar magic.
A creature that starts its turn in the area and is already by the tendrils must repeat the saving throw. On a failed save, it has the condition and instead of the condition caused by the tendrils. On a successful save, the effect ends on the creature. An creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a spell or similar magic.
Bonus Actions
Shadow Stealth
While in dim light or darkness, the nightmare haunt takes the action.