SS | Deep Nightmares

Deep Kami

 

22 str (+2d6), 18 dex (+1d8), 18 con (+1d8-1d4), 22 int (+6), 28 wis (+2d8), 18 cha (+4)

 

30ft walk, 70ft fly

Deep Nightmare - Absorbs Necrotic damage, Resists High Function Physical, vulnerable to Radiant damage.

 

Kami of the Depths - Resistant to immobilization effects, Truesight 30ft.

 

Elemental Possession- At the start of the Kami's turns, it can choose a concept type, such as Metal, Stone, Fire, Earth, etc and possess two large objects within 60ft, creating a mist cloud around them, and two additional objects on following turns. It may use its possession abilities on those types of constructs. If they are warded, it makes a CHA contest (+4+1d4 vs Domain) on the domain of the wardee. During its following turns, so long as it does not change the element type, it can use one Possession ability per object as part of its attack chain.

 

Possessed objects can be Decursed or Dispel Magic'd against a DC of 15. If successful, the Kami takes 30 damage.

 

Attacks -

 

The Kami can make four Claw attacks and a Breath attack.

 

Claws

 

Grapple - The Kami makes a grapple attempt (+2d6). If successful, it Restrains a unit in one of its four claws.

 

> Grapple Drain - A grappled unit makes a DC 17 CON save vs 6d10 Life Drain. Only usable by the grappled claw.

 

Haunting Talon - +1d8 to hit. Deals 3d12+1d8 Slashing damage and Haunts unit. For each stack of Haunt, Grapple Drain is duplicated on this target when used on a Grappled unit. Lasts 1 minute. Decursable/dispellable.

 

Breath

 

Psychotropic Breath - Exhumes a cone up to 30ft. Units make a DC 17 WIS save. Upon failure, they have Disadvantage when performing attacks and Ability checks until the end of their next turn. Furthermore, the Kami has Advantage on attacks and checks made against these units during the duration of this effect. This effect automatically succeeds on Sleeping units.

 

 

Possession Abilities -

 

Possessed objects are surrounded by a cloud of energy. Non-organic units whom are in the cloud are considered Slowed.

 

Dreaming Haunt - Units within 15ft of the possessed object that can see it make a DC 17 CHA save vs Sleep. If the unit is already asleep, the save is vs 8d6 Necrotic damage, which does not disturb their sleep. The unit may re-attempt the save at the end of their following turns to wake up.

 

Dreaming Tendrils - Sends out roots in a 30ft radius from possessed objects. Units make a Grapple contest vs +8 for Restrain. The roots will draw the units toward the possessed object with following saves begun at the end of the Kami's following turns.

 

Deep nightmare God (Dragon)

 

32 str (+11), 14 dex (+2), 40 con (+4d10), 8 int (-1d4), 20 wis (+1d10), 20 cha (+5)

 

40ft walk/120ft fly

 

Nightmare Atrocity - Immune to Low Function damage, resistant to High Function Physical

 

Scintilating Carapace EX

 

Dreaming Echo - The Deep Nightmare God has Disadvantage on Perception rolls, Insight, Investigation, and other awareness-related checks unless it has sensed two separate instances of the water being touched within 300ft.

 

Attacks -

 

Dreadful Talons - 1x +11 to hit, 8d10+11 High Function Slashing damage.

 

Suffocating Breath - Blankets a location up to 200ft away in Veil fog. The fog imposes a DC 17 CON save vs 8d6 Necrotic damage, inhibits breathing and induces coughing, which imposes Disadvantage on Concentration and makes vocal spellcasting impossible.