SS | Nightmare Gods

Global Effects -

 

Nightmare Divinity - Nightmare Gods are immune to the effects of fear, charm, and similar mental debilitations. These spells have a high tendency to draw hate to the caster.

 

 

Veil Movement -

 

Shattering Nightmare - Nightmare creatures can only move in Veil domain. When in Veil domain, they treat movement as Swimming, and can travel through any physical object at will.

 

Nightmare Collision - Living units make a DC 16 WIS save or suffer 8d6 Necrotic (Veil) damage when the Nightmare God contacts them or they begin their turn inside of it. Blood and hostile Constructs automatically fail this save and take critical damage.

Veil Collision - Living units whom make contact with Veil domain or the Boundary suffer various effects.

Black Smoke -  DC 16 CON save vs 6d6 High Function Necrotic (Veil) damage.

Boundary - In layers, DC 18+ WIS save vs 9d6+1d6 per layer High Function Necrotic (Veil) damage.

 


Smoke Shift - Nightmare creatures are not immune to immobilization effects. However, as a part of their movement on their turn, Nightmare creatures can automatically succeed a save or check to escape most restraints, grapples, or similar immobilization effects by turning into smoke.


Veil Domain - When in Veil domain, Nightmare creatures can submerge and emerge at will. When submerged, they are invisible, and immune to damage unless it is Contra Motion. They can only emerge or submerge once per turn. When in the Veil, an unwarded unit is incapable of breathing and constitutes as Underwater, and suffocates.

 

 

Billowing Nightmare God

330 hp, 19 ac

34 str (+12), 14 dex (+2), 22 con (+6), 6 int (-2), 8 wis (-1), 6 cha (-2)

 

60ft movement, Veil only.

 

Immune to Low Function Physical, Fire, resist Elemental, vulnerable to Moonsilver

 

Saves - Strength +18, CON +12

 

Attacks -

 

Multiattack - The Billowing Nightmare God makes a Gaze Attack and a bonus attack or Ability.

 

Gaze - Nightmare Serpent's Lidless Eyes - The God targets a unit that can see it and imposes a DC 16 WIS save. The unit suffers one rank of Fatigue upon failure. The Fatigue endures until the God is out of line of sight for one minute.

 

Gaze - Emerald Lance - DC 15 INT save vs 10d4+2d12 60ft Force damage. The target has Disadvantage if inside the Nightmare God.

 

Gaze - Swallowing Nightmare - A unit that can see the God makes a DC 16 WIS save. Upon failure, they see all units within line of sight as representations of the God, and constitute as Deafened and Blinded, capable only of seeing the nightmare projections the God communicates to them. Roll a d20 when they perform an attack - on 11 or higher, they target the closest unit instead of the Nightmare God. They may repeat the Save at the end of their following turns, or when the God deals damage to them. Can be removed with Dispel Magic or Remove Curse. Communal units make this Save with Advantage.

 

Billowing Jaws - 20ft reach +18 to hit. DC 17 CHA save (half damage). 12d6+12 Necrotic damage, 6d4 Radiant damage. Failure to save of 5 or below results in Radiant Vulnerability for 1 minute. Failure by 10 or more results in Restrained as they are engulfed in the God - Escape DC 17.

 

Crushing Depths - DC 22 STR (half) save for Restrained opponent. 22d6 High Function bludgeoning damage.

 

Abilities -

 

Veil of Dusk - In exchange for its Movement, the Nightmare God may project up to 90ft of Veil mist in any direction with a width of 30ft.

 

Radiant Spires - Attacks enemies within 300ft that are in the Veil. DC 17 DEX save (half) vs 12d6 Radiant damage. Units that fail by 5 or more are knocked Prone.

 

Motes of Darkness - Compels Veil within 120ft to attack enemies within 10ft of its Domain. DC CON save vs 17 for 10d6 Slashing damage.

 

 

Shining Nightmare God

228 hp, 17 ac

24 str (+7), 18 dex (+4), 20 con (+5), 14 int (+2), 18 wis (+4), 12 cha (+1)

 

50ft movement, Veil only.

 

Immune to Low Function Physical, Fire, resist Elemental, vulnerable to Moonsilver, Lightning

 

Saves - Strength +7, CON +10, CHA +6

 

Shining Phantom Blood - When a unit is attacked by a Phantom of the Shining Nightmare God and the attack hits, that unit is considered Poisoned by Shining Phantom Blood, and takes an extra 3d6 Radiant damage from all sources of Radiant damage for one minute afterwards, unless warded. Can be removed with Remove Curse.

 

Attacks -

 

Multiattack - The Shining Nightmare God makes a Jaw or x2 Talon attack and performs one Ability.

 

Shining Jaws - +12 to attack, 8d6+7 Piercing damage, 10ft reach. The next time the Shining Nightmare God attacks, a phantom of it strikes the units it previously hit in the last minute, repeating this attack, but dealing Radiant damage. Does not apply to units it hit in the same turn it provokes this extra attack.

 

Liquid Light Talons - x2 +12 to attack, 5ft reach. 6d6+7 High Function Slashing + 6d4 Radiant damage.

 

Special -

 

Shining Misty Drought - The Shining Nightmare God expends its movement to expand Veil domain within 120ft by creating up to three 30ft patches of Veil. The Veil can only be created at the existing edges of the domain.

 

Cosmic Reflection - Reaction - The Shining Nightmare God creates a Cosmic Reflection of a unit whom casts a spell on it. On its next turn, the reflection repeats the spell against the unit whom casted it. Save DC 17.

 

Abilities -

 

Chromatic Aberration - The Nightmare God assumes a new elemental immunity and a new elemental weakness. Furthermore, it may change its Radiant damage components to another damage component, including the bonus damage from Shining Phantom Blood.

 

Cosmic Abilities -

 

Impulse Radiance - Marks an enemy unit within 90ft that can see the Shining Nightmare God. At the beginning of its next turn, that unit radiates a shockwave of liquid light, provoking a DC 17 DEX save (half) from other units within 30ft, dealing 12d6 Radiant damage. The target unit makes a DC 17 CON save or is Fatigued until the end of its next turn. Furthermore, if applicable, all effected units are attacked by a phantom at +12, dealing 8d6+7 Radiant damage if it strikes.

 

Flowing Nightmare God

260 hp, 18 ac

24 str (+7), 14 dex (+3), 18 con (+4), 8 int (-1), 11 wis (0), 4 cha (-3)

 

30ft movement, Veil only.

 

Immune to Low Function Physical, Fire, resist Elemental, vulnerable to Moonsilver, Immune to High Function Poison/Disease

 

Saves - Strength +7, CON +8

 

Attacks -

 

Needle Spines - +7 to hit 40/80, 1d10+7 x4, DC 14 CON save vs 9d6 Poison damage and Poisoned until the end of the creature's next turn. While poisoned in this manner, the unit has -4 AC and their movement speed is halved.

 

Phantom Bile - Venom spit, DC 16 DEX save 30ft. The unit makes a DC 18 CON save (Half) vs 12d6 High Function Poison damage and Phantom Bile effect. While under the effects of Phantom Bile, the unit begins to descend into a nightmare, and becomes ghostly - gaining Low Function Physical immunity, resistance vs Low Function elemental damage and ghost walk at half their maximum speed. They re-attempt the save at the end of their following turns, suffering an additional 12d6 every failure. Each failure heals the Flowing Nightmare God. If a unit becomes unconscious while under this effect they are devoured by the Veil. While afflicted by Bile the unit is considered Poisoned and Undead.

 

Abilities -

 

Virulent Aids - Units struck by the Flowing Nightmare God and suffering from its poison may be attacked by Aids. They make a DC 19 CON save or become hosts for Virulent Aids.

 

> Virulent Aids will deal 3d6 Maximum Health damage at the end of every unit's following turns should they fail the repeating save. Furthermore, when a save is failed in this manner, it spreads to all applicable units within 10ft. This Maximum Health may be restored by a Long Rest or Lesser Restoration spell. Each subsequent failure increases the radius of the contagious effect by 10ft.

 

Phantom Drought - The Flowing Nightmare God expends its movement to expand Veil domain within 300ft by creating up to one 30ft patches of Veil. The Veil can only be created at the existing edges of the domain.

 

 

Flourescing Nightmare God

550 hp, 14 ac

24 str (+7), 18 dex (+4), 30 con (+10), 16 int (+3), 18 wis (+4), 18 cha (+4)

 

Nightmare, Monstrosity

40ft movement, Veil only


Immune to Low Function Physical, Radiant, resist Elemental, vulnerable to Moonsilver

 

The Fluorescing Nightmare God restores 30 HP at the beginning of every turn. 50hp if it's in Veil domain.

 

Legendary Actions - 5/5 - Move 30ft, or attack with any two heads, attempt save.

 

Lair Actions - Separated Jaws and Fangs operate on lair initiative.

 

Dreamless Wake - The Flourescing Nightmare God is surrounded by a shining aurora that beckons sentient creatures to gaze upon it and lose themselves. Applicable creatures whom first enter LOS with the Nightmare God must make a DC 18 CHA save or are forced to stare at it. While staring at the Nightmare God, creatures make Concentration, Dexterity, and Strength saves with Disadvantage. Furthermore, those creatures are constituted as Blinded for any effects not originating from the Nightmare God. Those creatures cannot willfully leave Line of Sight of the Nightmare God, and if they happen to lose Line of Sight unwillingly then they may re-attempt the save. Should they fail, they must use all of their movement on their following turn to attempt to re-establish line of sight. The creatures may re-attempt the save at the end of their following turns.

 

Atomic Regeneration - When the Fluorescing Nightmare God is wounded by 30 damage or more, it rolls a 1d2. On a 1, it spawns a Fangs within 10ft. On 2, it spawns a Jaws. These creatures operate on Lair Initiative (0). When one is destroyed, the Nightmare God suffers 15 damage for Fangs and 30 damage for Jaws. Furthermore, the Fluorescing Nightmare God returns to life within 1d10+2 days after it is destroyed, at the White Tower.

 

Light Absorption - The Fluorescing Nightmare God restores health from low or high function Radiant damage it deals or takes.

 

Attacks -

 

Multiattack - The Flourescing Nightmare God makes three separate attacks and uses one Ability, or uses a Cosmic Action. Separate Heads are utilized in Legendary Actions.

 

Head Attacks -

 

Divine-Killing Array - +7 to hit, 15ft reach. 2d12+7 High Function Piercing damage. The unit makes a DC 17 INT save, with Disadvantage if they are a divinity higher than the Nightmare God. Upon failure, deal 12d8 High Function Radiant damage. The unit, if Medium or Smaller, makes a DC 18 STR save or is Restrained by the head. Escape DC 18.

 

Snap Jaw - +12 to hit. 4d6+4 damage. Organic units make a DC 18 CON save vs stacking 1d12 Bleed damage.

 

Grapple - +12 Grapple attempt.

 

Crush - Vs Grappled opponent, DC 18 STR save vs 8d8+7 Bludgeoning damage.

 

Body Attacks -

 

Grapple EX - +12 Grapple attempt.  Melee range.

 

Crush EX - Opponent makes a DC 22 STR save (half) vs 12d10+7 High Function Bludgeoning damage.

 

Tail Thrash - 30ft range, +9 to hit, 3d6+4 High Function Slashing damage.

 

Harmonic Light - WIS save for 4 targets vs 18 for Sleep. Units re-attempt the save at the end of their turns.

 

Abilities

 

Collapse - Collapses a Fang or Jaw into 30ft of Veil domain. The Fluorescing Nightmare God does not take damage when the body parts are destroyed in this manner.

 

Transmutate - Mutate a Fangs or Jaws into another non-Divine Nightmare entity. They are healed for 4d12+4 health if applicable.

 

Jade Breath - 3round CD - Use a free head to cast Jade Breath, provoking a DC 18 WIS save in a 30ft cone for 6d10 Acid damage. The units make DC 18 CON saves at the end of their following turns for Petrify. 3/3 Success or Failure (or Restoration). Each failure reduces their movement by 10ft and grants them -5 Low Function Physical damage resist. If they are Petrified by this attack they turn into Deep Jade.

 

Cosmic Actions -

 

Anthology of Creation - Draws nightmare reflections from creatures within 120ft if applicable. The Nightmares must spawn in Veil domain.

 

Astral Continuity - The Fluorescing Nightmare God stores its current status. In 1d6+1 rounds, it restores that status, including its position, health, and status effects, unless a supernatural force prevents it from doing so. This effect may be removed with a DC 18 Dispel Magic.

 

Reflective Nightmare God

 

18 str (+4), 18 dex (+4), 20 con (+5), 18 int (+4), 16 wis (+3), 22 cha (+6)

 

Saves - CON +7, WIS +6, Advantage on Magic saves.

 

Movement - 40ft fly, 90ft veil domain

 

Legendary Actions - 2/2 - Attempt Save, 20ft fly

 

Reflective Earthen Plating - The Reflective Nightmare God reduces all physical damage inflicted upon it by -4. Dispellable. Requires an Action to recharge.

 

Attacks -

 

Lightning Grasp - melee, +8 to attack, Advantage vs Metal, 4d8 lightning damage. Upon hit, chain to enemy in 15ft and attempt new attack.

Shadow Sparks - 5x +8 to hit, 3d6 Radiant damage, 120ft range

Abilities -

Nightmare Sphere - 200ft range. Conjures a swirling black vortex of 40ft radius. The vortex prompts a DC 16 STR save vs 5d4 Bludgeoning damage for units that start or end their turn in it, and functions as difficult terrain. The storm can move 20ft at the end of the caster's following turns. Any projectiles entering or crossing the sphere have Disadvantage.

Misty Earthen Grasp - Conjure two Earthen Grasps and attempt to grapple opponents. They make a DC 16 STR save. Escape DC 16. Restrains.

Conjure Assets - Summon Nightmares.

Black Wind - Push nightmare objects, including Veil domain, within 30ft up to 30ft away from current direction.

 

 

 

Swirling Nightmare God

18 str (+4), 24 dex (7), 18 con (+4), 14 int (+2), 18 wis (+4), 20 cha (+5)

Saves - DEX +10, WIS +7

330 hp/19 ac

 

Nightmare, Monstrosity

60ft movement, Veil only

 

Immune to Low Function Physical, vulnerable to Moonsilver, Resists Air-related effects, Advantage on DEX saves, Multiattack Resistance (+3 AC)

 

Legendary Actions - 2/2 - Cloud Actions

 

Attacks -

 

Beam Horn - Focuses a unit in 90ft. So long as that unit remains in LOS, the beam remains active and charges once per turn. As an Action, the Nightmare God can cancel the beam and force it to deal double damage. This ability has a 1 round cooldown after it has been cancelled in one way or another.

1 - DC 16 DEX (half) vs 8d6 High Function Radiant damage.

2 - DC 17 DEX (half) vs 10d6 High Function Radiant damage.

3 - DC 18 DEX (half) vs 12d6 High Function Radiant damage.

4 - DC 19 DEX (half) vs 16d6 High Function Radiant damage.

5 - DC 20 DEX (half) vs 20d6 High Function Radiant damage.

 

Abilities -

 

Cloud Wall - Create a Cloud Wall. Physical projectile attacks without Warding are destroyed by the wall and deal 1/4 damage to it. Non-Nightmare units that try to pass through it must make a DC 18 Strength check and can only move at half speed. The Cloud adds 2d6 Bludgeoning damage to any attack from the Swirling Nightmare God that passes through it.