SS | Albion 1 Nightmare Statblocks
Nightmare Animata - Medium - 14 hp, 16 ac
30ft movement (60ft veil, 120ft boundary)
6 str (-2), 16 dex (+3), 12 con (+1), 8 int (-1), 14 wis (+2), 18 cha (+4)
Disadvantage vs Sleep, Advantage vs Fear
Saves - STR -2, DEX +3 (Advantage in Veil Domain), Con +1, WIS +2, CHA +4
Attacks -
Multiattack - Savage Nightmare
> Claws 2x - +5 to attack, 1d4+3
> Phantom Fear - +5 to attack, 3d4+3 + DC 15 WIS save vs Frightened. The save may be re-attempted at the end of the unit's next turns. Every turn the unit fails this save again and the Animata is still alive the Animata steals 2d4 health from that unit.
Dreamsteal - WIS 15 save vs 2d4 life steal for sleeping units only. May be performed without waking them, and they make the save with Disadvantage. Units whom fail this save this receive no rest from their sleep for the following day.
Misty Nightmare (Brainstealer) - Medium - 22hp, 18ac
2 str (-4), 14 dex (+2), 12 con (+1), 20 int (+5), 12 wis (+1), 14 cha (+2)
Float - 20ft, 40ft veil, 80ft boundary. Cannot walk.
Attacks -
Grappling Tongue - +4 to hit, 10ft reach. Latches to creature, and they make a DC 14 CON save vs Paralysis. The creature or its ally may make an action to remove the Nightmare, should they not be paralyzed. While grappled, the Creature may use its Devour attack with Advantage but only against that target, or it may re-attempt the Paralysis attack and impose Disadvantage on the save.
Devour - +4 to hit. Deals 3d6+2 Necrotic damage and restores that health to the attacker.
Misty Nightmare (Leviathan) - Huge, 98 hp 17 ac
22 str (+6), 4 dex (-3), 20 con (+5), 4 int (-3), 14 wis (+2), 12 cha (+1)
Resistant to Binds, Restraints
60ft Veil/boundary swim, 40ft fly, 20ft walk
Attacks -
Phantom Eyes - 6x attack - 3x to both sides or all vs one target in front. +4 to hit, 1d8+2 Radiant, 60/120 range
Phantom Toothless Jaw - 10ft reach, +7 to hit, 2d10+6 Necrotic damage, Steals half damage as health.
Abilities -
Dancing Lights - DC 14 CHA save vs Sleep in 120ft. The opponent may re-attempt the save at the end of their following turns. Blind offers immunity.
Shadow Dive - Dive into Veil domain or Emerge. Costs a Bonus Action. Functionally similar to Nightmare Gods but doesn't create domain.
Misty Yuna - Large, 68 hp, 18 ac
14 str (+2), 18 dex (+4), 14 con (+2), 14 int (+2), 12 wis (+1), 18 cha (+4)
Saves - Dex +6, CHA +6
30ft fly, 60ft Veil, 120ft Boundary
Legendary Actions - 2/round, Jade Beacon Actions
Attacks -
Tade Talons - +6 to hit, 1d8+4 x2.
Phantom Lance - x6, 40/80 range, +4 to hit, 1d6+4 + DC 15 WIS save vs 20ft knockback (1d6 collision damage).
Abilites -
Jade Breath - (Recharge 4 rounds) DC 14 DEX (half) vs 6d6 Fire damage in 30ft line.
Shining Jade Light - Creates a beacon of light up to 300ft away. While enemies are within 10ft these orbs, Yuna has Advantage on attacks against them, and Yuna gains a free Attack of Opportunity when an enemy enters their radius for the first time on their turn regardless of range. Yuna can maintain Four orbs at a time, and may remove one on the same turn she creates one (or simply move one).
Misty Jade Shisa - Large - 26 hp, 17 ac
14 str (+2), 18 dex (+4), 8 con (-1), 12 int (+1), 14 wis (+2), 16 cha (+3)
Undead, Spirit
40ft float, 80ft boundary
Spirit Sense - The Shisa is immune to physical Blinding effects, but cannot see through Radiant wards.
Passive Perception - 16 (60ft) 12 (Domain)
Resting Perception - 15 (30ft)
Stone Guardian Spirit - The Shisa is bound to a corresponding statue and, when at rest, returns to dwell in the statue. They awaken if they Hear a trespasser nearby, Veil domain is disrupted, or if the statue is touched. The statue has 50 HP and 18 AC. If the statue is destroyed, the spirit is also destroyed. Otherwise, if the spirit is destroyed, it returns to the statue and regenerates in 24 hours. The Spirit is susceptible to Gongs crafted to sound in the liking of the Gong of the First Beast - If within 60ft of a bell when it is rung, it must make a DC 17 WIS save or flee using the Disengage ability. Sleeping spirits become Deaf within 300ft of a bell that is rung for 10 minutes.
Spirit Guardians - When an enemy unit enters 10ft of the Shisa or starts their turn within this range they must make a DC 14 Wisdom save (half) vs 2d8 Necrotic damage and half movement speed. Units can only be attacked by this ability once per turn.
Attacks -
Phantom Projection - 10ft reach. +5 to hit, 2d6+2 Necrotic damage + knock to prone.
Abilities -
Dispelling Roar - The Shisa bellows a roar and attempts to dispel hostile magical effects within 15ft. It makes a CHA contest (+3) vs enemy spellcasting DC.