Nightmares1 Kay Z93jy72yb1an3get6s c20xwk
Nightmares1 Kay Z93jy72yb1an3get6s c20xwk
Nightmares1 Kay Z93jy72yb1an3get6s c20xwk
ii
Introduction
At Petersen Games we love monsters. In the course of doing our first three Sagas for
Sandy Petersen’s Cthulhu Mythos, namely: Ghoul Island, Yig Snake Granddaddy, and
Dark Worlds, our writers and developers invented more than 100 new encounters. While
these are custom tailored to those Sagas, being mostly Cthulhu Mythos related, they
could fit into any dangerous and epic 5e campaign! Thus, we are reproducing every single
encounter from those Sagas here for easy reference. Plus, we’re throwing in eleven brand
new monsters never before seen, just for this book!
Table of Contents
Introduction. . . . . . . . . . . . . . . . . iii Dilophosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Eldritch Host Allosaurus. . . . . . . . . . . . . . . . . . . . . 42
Nightmares . . . . . . . . . . . . . . . . . . . 1 Electro-Tank Ankylosaurus. . . . . . . . . . . . . . . . . . . 43
Anchorite . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Hatzegopteryx . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Animated Amalgamation. . . . . . . . . . . . . . . . 2 Hunter-Killer Allosaurus. . . . . . . . . . . . . . . . . . . . 45
Atomic Colossus . . . . . . . . . . . . . . . . . . . . 4 Kentrosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Lambeosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Bghaggua. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Pachycephalosaurus . . . . . . . . . . . . . . . . . . . . . . . . 48
Biter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Pterodactyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Bodyguard. . . . . . . . . . . . . . . . . . . . . . . . . . 9 Pterosentry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Burrowing Mindspider. . . . . . . . . . . . . . . . 10 Siege-Claw Therizinosaurus. . . . . . . . . . . . . . . . . . . 51
Captain of the Guard. . . . . . . . . . . . . . . . . 11 Tar-Zombie Kentrosaurus . . . . . . . . . . . . . . . . . . . 52
Teleporting Velociraptor. . . . . . . . . . . . . . . . . . . . . 53
Cat in the Waking World. . . . . . . . . . . . . . 12 Thalassodromeus. . . . . . . . . . . . . . . . . . . . . . . . . . 54
Chosen. . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Therizinosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Chosen of Cthugha. . . . . . . . . . . . . . . . . . . . . . . . . 13 Velociraptor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Chosen of Yig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Yig-Touched Dilophosaurus . . . . . . . . . . . . . . . . . . 57
Cleanser . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Dream Piper. . . . . . . . . . . . . . . . . . . . . . . . 58
Corpse Ooze . . . . . . . . . . . . . . . . . . . . . . . 17 Dreamlands Skeleton . . . . . . . . . . . . . . . 60
Cthugha-Corrupted Elemental. . . . . . . . . 18 Archer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Dahg Gahdohl. . . . . . . . . . . . . . . . . . . . . . 19 Mage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Deep One. . . . . . . . . . . . . . . . . . . . . . . . . 20
Deep One Barracuda . . . . . . . . . . . . . . . . . . . . . . . 20 Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Deep One Elder. . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Elder . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Deep One Hammerhead. . . . . . . . . . . . . . . . . . . . . 23 Shoggoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Deep One Hybrid Ape . . . . . . . . . . . . . . . . . . . . . . 24 Thing Sarcomancer . . . . . . . . . . . . . . . . . . . . . . . . 68
Deep One Hybrid Menticidist. . . . . . . . . . . . . . . . . 26 Eldritch . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Deep One Hybrid Shark. . . . . . . . . . . . . . . . . . . . . 28 Elemental . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Deep One Hybrid Snake. . . . . . . . . . . . . . . . . . . . . 29 Ouma. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Deep One Packmaster. . . . . . . . . . . . . . . . . . . . . . . 30 First Mate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Deep One Touched Captain . . . . . . . . . . . . . . . . . . 32 Flesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Deep One Warrior. . . . . . . . . . . . . . . . . . . . . . . . . 33 Fly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Deep Slug Swarm . . . . . . . . . . . . . . . . . . . . 34 Golem, Tcho Tcho. . . . . . . . . . . . . . . . . . . . . . . . . 75
Devil’s Coach Beetle. . . . . . . . . . . . . . . . . 35 Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Dinosaur . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Ghoul . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Allosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Aristocrat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Ankylosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Berserker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Argentinosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Camarasaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Eel of R’lyeh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Chasmosaurus. . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Hermit Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
iii
Gibbering Mouthling. . . . . . . . . . . . . . . . 84 Shoggoth Tendril. . . . . . . . . . . . . . . . . . 147
Gnorri . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Swarm, Cleanser. . . . . . . . . . . . . . . . . . . . 148
Chieftain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Tar-Zombie Goblin . . . . . . . . . . . . . . . . . 149
Cultist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 The Ripper. . . . . . . . . . . . . . . . . . . . . . . . 150
Grasping Claw . . . . . . . . . . . . . . . . . . . . . . 89 Tiefling Duelist . . . . . . . . . . . . . . . . . . . 152
Grey. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 True Serpentfolk . . . . . . . . . . . . . . . . . . 153
Grey. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Grey Scientist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Tunneler Beetle . . . . . . . . . . . . . . . . . . . 155
Gyslauger . . . . . . . . . . . . . . . . . . . . . . . . . 92 Undead Tcho Tcho Okkator Assassin . . . 156
Half-Elf Warlock Rogue . . . . . . . . . . . . 94 Vigintipod . . . . . . . . . . . . . . . . . . . . . . . . 158
High Priest of Light. . . . . . . . . . . . . . . . . 95 Walker. . . . . . . . . . . . . . . . . . . . . . . . . . . 159
Hulking Proto-Shoggoth. . . . . . . . . . . . . 96 Walking Dream . . . . . . . . . . . . . . . . . . . . 160
Human Paladin. . . . . . . . . . . . . . . . . . . . . . 98 Wheezing Man . . . . . . . . . . . . . . . . . . . . . 162
Hunting Horror Bound Eremite. . . . . . . 100 Witch of Ghatanothoa. . . . . . . . . . . . . . . 163
Kaiju . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Yithian. . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Kaiju, Eldritch. . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 General. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Kaiju Rover. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Psion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Kaiju Stalwart . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 ZepZeg: Masters of Perception . . . . . . . . 168
Kaiju Template . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Compere. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Kicker. . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Sculptor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Sec . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Lloigor, Dracoform . . . . . . . . . . . . . . . . 105 Tek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Mark IX Vigil . . . . . . . . . . . . . . . . . . . . . 108 Zoog Shadow Protector . . . . . . . . . . . . . 172
Martian Dreamlands Cat. . . . . . . . . . . . . 109
Messenger of Bastet . . . . . . . . . . . . . . . . 110
Monsters by CR. . . . . . . . . . . . . . 174
Mi-Go . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Drone. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Scholar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Warlock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Naked Ice Borer . . . . . . . . . . . . . . . . . . . 116
Neophyte of Ghat . . . . . . . . . . . . . . . . . . 118
Nohestan. . . . . . . . . . . . . . . . . . . . . . . . . 119
Phagus. . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Phorid Fly, Giant . . . . . . . . . . . . . . . . . . 122
Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Priest of Ghatanothoa. . . . . . . . . . . . . . . . . . . . . . . 123
Priest of Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Priestess of Bastet. . . . . . . . . . . . . . . . . . . . . . . . . . 125
RatBatSpider. . . . . . . . . . . . . . . . . . . . . . 126
Ravager Ghoul. . . . . . . . . . . . . . . . . . . . . 127
Recon Walker . . . . . . . . . . . . . . . . . . . . . 128
Riding Croc. . . . . . . . . . . . . . . . . . . . . . . 129
Root Crawler . . . . . . . . . . . . . . . . . . . . . 130
Serpentfolk. . . . . . . . . . . . . . . . . . . . . . . 133
Serpentfolk General. . . . . . . . . . . . . . . . . . . . . . . . 133
Serpentfolk, Debased. . . . . . . . . . . . . . . . . . . . . . . 134
Serpentfolk Dinosaur Rider . . . . . . . . . . . . . . . . . . 135
Serpentfolk Infiltrator . . . . . . . . . . . . . . . . . . . . . . 136
Serpentfolk Lightning Warrior . . . . . . . . . . . . . . . . 138
Serpentfolk Priest of Yig. . . . . . . . . . . . . . . . . . . . . 140
Serpentfolk Trapper. . . . . . . . . . . . . . . . . . . . . . . . 142
Serpentfolk Warrior. . . . . . . . . . . . . . . . . . . . . . . . 143
Serpentfolk Wizard. . . . . . . . . . . . . . . . . . . . . . . . . 144
Shambling Abattoir . . . . . . . . . . . . . . . . . 146
iv
Anchorite
The path to becoming an eremite is long, arduous,
and fraught with peril. The mages who choose to
pursue this transformation often experiment on their
followers and slaves before undergoing their final
transformation, producing the pitiable anchorites.
These powerful aberrations lack free will, exist-
ing only to serve and protect their masters, to
whom they are soul-bound.
1
Nightmares
Animated
Amalgamation
The mi-go’s amalgamations are a bold new exper-
iment, not yet perfected and largely considered a This naked automaton is a beautiful and terri-
failure by their creators. While the amalgamations fying amalgamation of a handful of individuals
possess fragments of the memories and psyches of and moves with the grace of a predatory cat. The
the creatures from which they were formed, they can- amalgamation lacks any noticeable scars or other
not yet mimic their skills, abilities, or powers. They signs to suggest how it is possible for their differ-
have been psionically enhanced, however, so that they ent parts to have been so seamlessly melded into
can steal the memories and abilities of others. These a singular being.
terrifying, horrendously beautiful automatons will
hunt down creatures that remind them of their body Designer’s Note. Players who struggle to name a
parts and attempt to steal their memories, which they memory may be encouraged by the GM to recall a
use to create an artificial intelligence and personal- significant moment for their character during the
ity. Lacking greater critical thinking skills, the only campaign.
means by which the amalgamation can achieve their
goal of absorbing more memories are violence and
sheer brute strength.
2
Nightmares
3
Nightmares
Atomic Colossus
The indomitable Atomic Colossus wanders the
Radiation Wastes, seeming unhurried and aimless, Many hundreds of feet tall, the Colossus is com-
as it has for thousands of years. It is most often found posed of a massive, skeletal, arachnid body and
in the southern area of the Wastes that borders the uncountable appendages of every size and shape
Tindalos Steppes and The Emptiness, where it can imaginable. Composing its body are the corpses
find life-forms to add to its collection. The Colossus of thousands of different beings, an insane and
is slow to move and seemingly invincible, and even mutated combination impossible to fully com-
the sight of it is enough to shatter a person’s mind. prehend. At its apex is a gigantic metallic skull
It hunts life single-mindedly, and when it either kills with no eyes and a great, gaping, toothy maw that
a creature or comes upon a dead body, the Colossus radiates blinding light, illuminating the Atomic
devours it and absorbs its genetic material. In this Colossus for miles in every direction.
way, the Colossus is always growing.
Harbinger of Apocalypse. The mi-go are both
fascinated by and fear the Atomic Colossus; they
believe that one day, the Colossus may devour the
whole of the planet of Yuggoth if it is not stopped or
displaced. Several mi-go studies describe a means of
transporting and weaponizing the Colossus against
their enemies on other planets.
Aura of Screams. Any creature that can see and is within ACTIONS
600 feet of the Colossus hears an unholy chorus of
screams within their minds: the agonized song of the Thunderous Smash. Melee Weapon Attack: +17 to hit,
many alien races and creatures that make up the gigantic reach 30 ft., one target. Hit: 23 (2d12 + 10) bludgeoning
construct. At the start of their turn, the creature must damage and 13 (2d12) radiant damage. Any creatures
make a DC 15 Charisma saving throw or take 5 (1d10) within 30 feet of the target, including the target, must
psychic damage. If the creature is within 200 feet of the make a DC 22 Constitution saving throw or be pushed 15
Colossus, they have disadvantage on their saving throw, feet away from the Colossus, knocked prone, stunned until
and on a failed save instead take 22 (4d10) psychic the end of their next turn, and take 33 (6d10) thunder
damage. damage. On a successful saving throw, creatures take half
damage and are not pushed, knocked prone, or stunned.
4
Nightmares
5
Nightmares
Bghaggua
An ancient fire vampire, Bghaggua makes
its home in the Null Dimension, where
it preys upon any mortal creature foolish
enough to cross its path.
6
Nightmares
Bghaggua Actions
Gargantuan ooze, chaotic evil Multiattack. Bghaggua attacks twice with its Touch and
once with a Fire Mote.
Armor Class 16
Touch. Melee Weapon Attack: +10 to hit, reach 15 ft.,
Hit Points 230 (20d12 + 100) one target. Hit: 19 (2d12 + 6) fire damage. If the target is
Speed 0 ft., fly 40 ft. (hover) a creature, Bghaggua burns away some of the creature’s
psychic energy. The creature must succeed on a DC 16
STR DEX CON INT WIS CHA Wisdom saving throw or its primary spellcasting ability (or
19 (+4) 22 (+6) 21 (+5) 18 (+4) 20 (+5) 18 (+4) Charisma if it does not cast spells) is reduced by 1d4 until
it finishes a long rest; when an ability is reduced in this
Saving Throws Con +9, Cha +8 way, Bghaggua regains 5 hit points.
Damage Vulnerabilities Cold If the creature has more than one spellcasting ability,
the lowest is reduced first. If this reduces a creature’s
Damage Resistance acid, lightning, radiant; bludgeoning,
ability score to 0, it dies and bursts into flame. Although
piercing, and slashing from nonmagical attacks
the body is burned beyond recognition, carried items
Damage Immunities fire are only damaged if they are flammable and not magical.
Condition Immunities blinded, charmed, deafened, exhaus- From this burst of flame emerges a fire vampire that has
tion, frightened, poisoned, prone, stunned 50 hit points (although it can regain hit points normally
thereafter).
Senses darkvision 120 ft., passive Perception 15
If the target of this attack is a creature or a flammable
Languages Aklo, Common, Mi-go object, it ignites. Until a creature takes an action to douse
Challenge 12 (8,400) the fire, the target takes 11 (2d10) fire damage at the start
of each of its turns (if the target is a creature) or at the
Accelerated Star Travel. Bghaggua can survive and fly in start of each of the Bghaggua’s (if the target is an object).
space at incredible speeds. Travel times vary, but it can Fire Motes. Bghaggua creates up to two Medium motes
generally arrive at a destination within the same solar of fire at one or two points it can see within 120 feet. The
system in 3d20 hours, or to another star system within mote is extinguished if it is ever more than 120 feet from
3d20 days. Bghaggua. Bghaggua can use its senses simultaneously
Fire Form. Bghaggua can move through a space as narrow from the mote’s position as well as its own. It can control
as 1 foot wide without squeezing. A creature that touches both motes’ movement as a bonus action. A mote can
Bghaggua or hits it with a melee attack while within be attacked and has the following statistics: AC 16, 20
10 feet of it takes 11 (2d10) fire damage. In addition, hit points, speed 0 ft. and fly 40 ft. (hover), immunity to
Bghaggua can enter a hostile creature’s space and stop attacks unless they are wind-based or inflict cold damage.
there. The first time it enters a creature’s space on a turn, Bghaggua can use its action to make a Touch attack from
that creature takes 11 (2d10) fire damage and catches its Fire Mote’s location. Bghaggua must concentrate to
fire. Until someone takes an action to douse the fire, the maintain the motes as if concentrating on a spell.
creature takes 11 (2d10) fire damage at the start of each
of its turns. Legendary Actions
Illumination. Except when invisible, Bghaggua sheds bright Bghaggua can take 2 legendary actions, choosing from the
light in a 60-foot radius and dim light to an additional 60 list below. Only one legendary action option can be used
feet. As an action, Bghaggua can become invisible until it at a time and only at the end of another creature’s turn.
attacks or deals damage other than with its Fire Motes. Bghaggua regains spent legendary actions at the start of
Unbreathing. Bghaggua doesn’t need to breathe. its turn.
Void Sight. Magical darkness doesn’t impede Bghaggua’s Command Mote. Bghaggua can move and attack with one
darkvision. fire mote.
Smothering. For every 5 feet Bghaggua moves in water, or Desiccate (Costs 2 actions). A wave of superheated
for every gallon of water splashed on it, it takes 1d6 cold molecules envelops all creatures in a 30-foot cube
damage. Other fire fighting measures, such as smothering centered on a point of Bghaggua’s choosing. Each creature
the creature with dirt, inflict damage that is not reduced by in that area must make a DC 16 Constitution saving throw.
its resistances and immunities (GM’s discretion). A creature takes 12d8 fire damage on a failed save, or half
as much damage on a successful one. Flammable items
automatically catch fire.
7
Nightmares
Biter
The biter is a failed but terrifying mi-go experiment. This shambling horror looks like a butchered hu-
A disregarded attempt to amalgamate eldritch ma- manoid, with sharp, jagged teeth and black eyes.
chinery with living tissue, both this creature and its Entrails and wires hang out of its open gut, where
brother, the kicker, lack any true purpose. Moreover, its lower torso and legs should be. It moves along
its mind has been shattered by the crude science that on its bloody knuckles with shockingly quick,
created it and its feral nature drives it to relentlessly jerking motions.
attack any creatures that it encounters, other than its
fellow failed experiments.
In combat, it attacks like a wild animal, moving
quickly on its knuckles and then using its arms to
leap through the air to rend its prey’s flesh with its
teeth. Once in close range, it restrains its prey with
its slam attack, then rips it apart with its bite. If it is
fighting alongside a kicker, it is cunning enough to
restrain a creature, allowing its ally to more easily
use its brutal stomp attack.
Condition Immunities blinded, charmed, exhaustion, Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
frightened, poisoned target. Hit: 6 (1d6+3) bludgeoning damage, and if the
target is Medium or smaller, it is restrained and grappled
Senses passive Perception 9 (escape DC 12). The biter can only grapple one creature at
Languages – a time and can use its bonus action to make a bite attack
against a creature it has grappled.
Challenge 2 (450 XP)
8
Nightmares
Bodyguard
Bodyguards are a special breed of merce-
nary — skilled, well-equipped, and experi-
enced, but also possessed of a near-instinc-
tive concern for their employer. Though
many also have spent considerable time on
the battlefield, a bodyguard is loyal not
to a general or an army, but to a single
individual who provides generous
payment in exchange for security.
The best bodyguards are constant-
ly on watch for signs of trouble,
looking for potential trouble spots,
ambushes, traps, or hidden assas-
sins, and some even command
small cadres of less-accomplished
warriors or guards.
Once in combat a bodyguard’s
task is much more complicated
than that of an ordinary soldier
or sellsword, for in addition to
protecting themselves from harm,
bodyguards must take care not to
be misled or distracted, and must
defend their employers as well.
Bodyguards survive on their reputa-
tion, and unsuccessful ones will lose
their livelihoods, if not their very lives.
9
Nightmares
Burrowing
Mindspider
These psychic creatures originated on the Plateau
of Leng, either created by the Leng folk as weapons
in their war against the great spiders, or as vermin
attracted to the conflict and the opportunity to feast.
With their ability to live inside a host creature’s brain,
mindspiders have since spread like a plague to
infest hundreds of other worlds and planes.
Innate Spellcasting. The mindspider’s innate spellcasting Telepathic Sense. The mindspider can sense the use of
ability is Intelligence (spell save DC 11, +3 to hit with spell telepathic communication within 120 feet. It knows the
attacks). It can innately cast the following spell, requiring location and direction of the creature using telepathy.
no material components:
At will: detect thoughts
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Mind Burrowing. If the mindspider starts its turn inside a
target. Hit: 4 (1d4 + 2) piercing damage.
living creature through its Incorporeal Movement, it takes
up residence within the host’s brain and feeds on psychic Psychic Spike. The mindspider targets a creature it can see
energies. A creature infested with a mindspider cannot within 30 feet with a spike of psychic energy. The target
communicate telepathically by any means, whether trait, must succeed on a DC 12 Wisdom check or take 5 (2d4)
feature, or spell. After each long rest the host completes, psychic damage and be restrained for 1 minute. A creature
they can attempt a DC 12 Wisdom saving throw, forcing can repeat this save at the end of each of its turns, ending
the mindspider to leave their body on a success. If the host the effect on itself with a success.
10
Nightmares
Captain of the Guard
The life of a city guard is not an easy one, and only the
toughest and most resourceful rise to the top. A typical
guard captain is a grizzled, scarred veteran who is equally
at home in streets, taverns, palaces, or in the depths of the
sewers pursuing escaped criminals. In addition, success-
ful city guard officers must also have at least a modicum
of diplomatic skill, and also be able to lead and protect
those under their command. The downtrodden watch and
guard respect commanders only if they are fair, and rose
through the ranks and so understand the grinding tedium
and deadly dangers of serving a city that rarely recognizes
or appreciates its guardians.
A captain of the guard is also a city official and so
must often face the brutal intrigues of the city and
its labyrinthine bureaucracy are challenges near-
ly as deadly as the dangers of the street. Only
the strongest and most resourceful survive
the twin perils of the lawless streets and the
deadly corridors of power.
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The captain of the guard makes three melee or
18 (+4) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 13 (+1) ranged attacks.
Saving Throws Cha +4, Con +6, Str +7 Greataxe. Melee Weapon Attack. +7 to hit, reach 5 ft., one
target. Hit: 10 (1d12+4) slashing damage.
Skills Athletics +7, Insight +4, Perception +4, Stealth +5
Javelin. Ranged Weapon Attack. +7 to hit, ranged 30/120 ft.,
Senses passive Perception 14 one target. Hit: 7 (1d6+4) piercing damage..
Languages Common
Challenge 5 (1,800 XP) REACTIONS
Parry. The captain of the guard adds 2 to his AC against one
Burly. The captain of the guard can wield a two-handed melee attack that would hit him. To do so, the captain of the guard
weapon in one hand. must see the attacker and be wielding a weapon or a shield.
Pack Tactics. The captain of the guard has advantage on any
attack roll against a creature if at least one of his allies is
within 5 feet of the creature and the ally isn’t incapacitated.
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Nightmares
Dreamlands, and may be able to summon aid from there
Cat in the in times of trouble.
Waking world cats are a varied lot, and are possessed
Waking World of a wide range of skills. The individual
presented here is a young
There are Dreamland cats who prefer to brave the cat skilled in magic and
perils of the waking world, visiting the Dreamlands but has developed sev-
rarely. Their reasons for this are varied — some have fled eral skills that
enemies or conflicts among the many Dreamlands clans, are useful
others see the waking world as an exotic place of adven- both in and
ture and enjoy mortal pleasures, while still others simply out of the
prefer the company of mortals and the adoration that they Dreamlands.
receive. These cats may be found wandering the streets
of great cities, living luxurious lives as the pets of nobles,
sailing the wild seas upon ships, or even living openly and
engaging in such pursuits as owning and managing busi-
nesses, working as wizards and healers, or even taking
up lives as adventurers. Though these cats have chosen to
spend most of their time in the waking world, their con-
nections to the Dreamlands are always present, and they
may return at any time to take care of personal business,
or finally grow bored with the material life and return
home. Some maintain connections to their clansfolk in the
Nightmares
Chosen of Cthugha
When cultists are not suitable for its service, Cthugha
dispatches its chosen. The constructs are implacable,
resolute, and unyielding in their purpose. They
are ideally suited as guardians and typically
found in the harshest of environments
where their affinity for fire can be used
to maximum advantage.
The chosen are formed from pure
obsidian, seamlessly molded into the form
of a powerfully-built warrior wielding a spear
of flames. Their superheated bodies leave a flaming trail,
and the very air around them shimmers from the barely
contained heat of their molten core.
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Nightmares
these devoted followers, granting them eldritch in-
Chosen of Yig sights into the secrets of the universe, allowing them
to formulate complex rituals to enhance his power
Only a handful of the most ancient and powerful and further his plans.
serpentfolk endure long enough to become one of
Yig’s chosen. These millennia-old, supra-genius This serpentfolk’s form has been twisted by the
serpentfolk wizards bear a deep and abiding hatred power of Yig, enhancing its ophidian strengths
of the warm-blooded races who have stolen the and causing two sinuous snakes to sprout from
world from their people. Centuries of planning and its shoulders. Its eyes gleam with intelligence, its
research and delving into the most obscure and fangs drip with the foulest venoms, and powerful
dangerous Mythos texts fuel an unshakable devotion muscles ripple beneath its scales.
to the Father of Serpents. Yig himself has recognized
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Nightmares
Keen Smell. The chosen of Yig has advantage on Wisdom
Chosen of Yig (Perception) checks that rely on smell..
Medium monstrosity (shapechanger), neutral evil
Legendary Resistance (3/Day). If The chosen of Yig fails a
Armor Class 18 (natural armor) saving throw, it can choose to succeed instead..
Magic Resistance. The chosen of Yig has advantage on
Hit Points 262 (25d8 + 150)
saving throws against spells and magical effects..
Speed 30 ft., swim 30 ft.
Shapechanger. The chosen of Yig can use its action to
STR DEX CON INT WIS CHA polymorph into a Medium humanoid or back into his
18 (+4) 18 (+4) 23 (+6) 20 (+5) 17 (+3) 17 (+3) true form. His statistics are the same in each form. Any
equipment he is wearing or carrying isn’t transformed. He
Saving Throws Con +12, Int +11, Wis +9 doesn’t change form if he dies.
Skills Arcana +11, Deception +15, Perception +9, Yog-So- Special Equipment. Aside from his dagger of metamorphic
thothery +15 venom (page 93), Gehir carries a potion of superior
healing and 2 doses of strike and escape metamorphic
Damage Immunities poison
venom (SPCM 120).
Condition Immunities frightened, paralyzed, poisoned,
stunned Actions
Senses blindsight 30 ft., darkvision 60 ft., passive Percep- Multiattack. The chosen of Yig makes three bite attacks
tion 19 and either two claw attacks or one claw and one dagger
Languages Aklo, Common, Serpentfolk attack.
Challenge 19 (22,000 XP) Bite (Serpentfolk form only). Melee Weapon Attack: +10
to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
Innate Spellcasting. The chosen of Yig’s spellcasting ability damage and the target must make a DC 20 Constitution
is Intelligence (spell save DC 19). It can innately cast the saving throw, taking 9 (2d8) poison damage on a failure or
following spells, requiring no material components: half as much damage on a success.
At will: minor illusion Claw (Serpentfolk form only). Melee Weapon Attack: +10
to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
1/day each: charm person, enlarge (self only), major image,
damage.
mirror image, suggestion
Dagger of Metamorphic Venom. Melee or Ranged Weapon
Spellcasting. The chosen of Yig is a 20th-level spellcaster.
Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one
Its spellcasting ability is Intelligence (spell save DC 19,
target. Hit: 8 (1d4 + 6) piercing damage, and the target
+11 to hit with spell attacks). It knows the following spells:
must make a DC 20 Constitution saving throw, taking
Cantrips (at will): acid splash, chill touch, light, mending, 27 (6d8) poison damage and becoming poisoned for 1
poison spray minute on a failure, or taking half as much damage on a
1st level (4 slots): hideous laughter, lethargy of Tsathoggua success. At the end of each of the poisoned creature’s
(SPCM 106), magic missile, shield, sleep turns, it makes a new saving throw, ending the poisoned
condition on itself on a success.
2nd level (3 slots): acid arrow, blindness/deafness, detect
thoughts, scorching ray
Legendary Actions
3rd level (3 slots): bestow curse, counterspell, protection
The chosen of Yig can take 3 legendary actions, choosing
from energy, stinking cloud
from the actions below. Only one legendary action option
4th level (3 slots): black tentacles, confusion, wall of fire can be used at a time, and only at the end of another
5th level (3 slots): cloudkill, cone of cold, hold monster creature’s turn. The chosen of Yig regains spent legendary
actions at the start of its turn.
6th level (2 slots): ancient sorcery of serpentfolk (SPCM
92), circle of death Bite. The chosen of Yig makes a bite attack with one of its
shoulder-snakes
7th level (2 slots): forcecage, prismatic spray
Minor Magic. The chosen of Yig casts a cantrip or an at-will
8th level (1 slot): incendiary cloud, power word stun innate spell. .
9th level (1 slot): cursed slumber (SPCM 100), meteor Major Magic (Costs 3 Actions). The chosen of Yig casts a
swarm spell with a 3rd-level or lower spell slot and a casting time
Combat Caster. The chosen of Yig has advantage of 1 action, as long as this is the only spell it casts this
on Constitution saving throws made to maintain round.
concentration. Move. The chosen of Yig moves up to his speed without
Fractured Mind. The chosen of Yig’s alignment cannot be provoking opportunity attacks.
divined via magical means.
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Nightmares
Cleanser
Cleanser
Cleansers are another of the mi-go’s many experi-
ments in eldritch bio-cybernetics. A blend of alien
insect, wiring, and alien slime, cleansers act as com-
mon drones for the mi-go. Their variable limbs and
antennas, combined with their complete
lack of sentient intelligence or willpower
make them capable as both worker-bees
and, when necessary, security.
16
Nightmares
Corpse Ooze
A corpse ooze is born from the embryonic fluid of
the children of the Outer Gods. It is a barely sentient,
invisible parasite that wanders endlessly, looking for
corpses into which it can insert itself. Once inside a
corpse, the ooze slowly feeds on its organs, and its
sub-zero liquid temperatures can maintain a body it
is inhabiting for up to four weeks. Once the insides of
its victim are hollow, or when the body is disturbed
by a living food source, the ooze exits and searches
for a new host.
When in contact with a living creature, the ooze
attacks with no regard for its own safety. Its nearly
invisible form can easily catch prey off-guard, and it
quickly expands its size to overwhelm its victim. Its
sub-zero temperature can freeze creatures before
they can fight back or escape, providing the ooze with
a new corpse to inhabit and organs to feed upon.
Armor Class 9 Enlarge (Recharges after a Short or Long Rest). The ooze
magically increases in size to Medium size and remains
Hit Points 68 (8d6 + 40) that size for 1 minute. While enlarged, the ooze remains
Speed 20 ft., climb 20 ft. in liquid form, but its temperature becomes sub-zero,
activating its Freezing Aura. While enlarged, the ooze is
STR DEX CON INT WIS CHA Large, cannot be grappled or restrained, and doubles its
14 (+2) 8 (-1) 20 (+5) 3 (-4) 8 (-1) 1 (-5) damage dice with its pseudopod attack.
Freezing Aura. Any creature that begins its turn within
Skills Stealth +3
5 feet of the ooze while it is enlarged must make a DC
Damage Resistances necrotic 12 Constitution saving throw. On a failure, the creature
Damage Immunities acid, cold takes 10 (3d6) cold damage and is slowed for 1 minute.
If the creature is already slowed, it must succeed on a DC
Condition Immunities blinded, charmed, deafened, exhaus- 10 Strength saving throw or be petrified (frozen) until
tion, frightened, prone freed. A creature within 5 feet of a frozen character can
Senses blindsight 60 ft, passive Perception 9 take an action to try to break the ice and free the petrified
creature. Doing so requires a successful DC 15 Strength
Languages – (Athletics) check.
Challenge 2 (450 XP)
Actions
Amorphous. The ooze can move through a space as narrow
as 1 inch wide without squeezing. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (2d6) acid damage, or 14 (4d6) acid
Transparent. Even when the corpse ooze is in plain sight, damage while the ooze is enlarged.
it takes a successful DC 15 Wisdom (Perception) check to
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Nightmares
Cthugha-
Corrupted
Earth
Elemental
This foul earth elemental is infused
with the corruption of Cthugha and has
begun to resemble its eldritch master. Its
formless body is pockmarked by glowing
orange eyes, gaping maws, and writhing
cilia.
Volcanic heat emanates from its bulk,
its rocky skin sloughing off like slag even
as fresh magma wells up inside to replace
it. The very earth seems to recoil from
its presence as the influence of Cthugha
manifests around it, forming dozens of
tiny pseudo-rootlings that squirm into life
and just as quickly crumble away.
the elemental emerged from the earth, lasting until the end
Cthugha-Corrupted Earth of the elemental’s next turn. For the duration, the area is
Elemental considered difficult terrain to all creatures but the elemental.
Large elemental, neutral evil When a creature other than the elemental enters the affected
area for the first time or starts its turn there, the creature must
Armor Class 17 (natural armor) succeed on a DC 16 Dexterity saving throw or take 10 (3d6)
Hit Points 147 (14d10 + 70) bludgeoning damage and be restrained. A creature restrained
by this effect can use its action to make a DC 16 Strength or
Speed 30 ft., burrow 30 ft. Dexterity check, freeing itself on a success.
STR DEX CON INT WIS CHA Siege Monster. The elemental deals double damage to objects
20 (+5) 8 (+1) 20 (+5) 5 (-3) 10 (+0) 5 (-3) and structures.
Senses darkvision 60 ft., tremorsense 60 ft., passive Percep- Living Slag (Recharge 5-6). Ranged Weapon Attack: +8 to
tion 10 hit, range 10/30 ft., one target. Hit: 9 (1d8+5) bludgeoning
damage and 5 (1d10) fire damage. The missile is a gob of
Languages Terran viscous, semi-molten rock imbued with a portion of the
Challenge 7 (2,900 XP) elemental’s life-force. The target must make a DC 16 Dexterity
saving throw, dislodging and destroying the living slag on a
Corrupted Earth Glide. The elemental can burrow through success. On a failure, the living slag engulfs their head, leaving
nonmagical, unworked earth and stone. While doing so, the the creature blinded, deafened, and unable to speak or cast
elemental doesn’t disturb the material it moves through. spells with verbal components until the slag is removed. The
When the elemental uses all or part of its move to burrow and slag can be removed as an action by the target or another
ends its movement on the surface, the earth it emerges from creature within reach, after which the slag crumbles to inert
is corrupted by Ghatanothoa’s malign essence. Squirming rock. If a creature starts its turn with its head engulfed by the
stone pseudopods fill a 20-foot square centered on the point slag, they take 11 (2d10) fire damage.
18
Nightmares
dahg gahdohl
Dahg gahdohl are simple but dangerous predators
that swim the methane seas of Thog in search of
easy prey. It takes an incredible amount
of effort for a dahg gahdohl to
chew, so they tend to only
chomp down once or
twice on their prey,
just enough to severely
wound them so that they
cannot escape being swallowed
(mostly) whole. Once they smell
blood, dahg gadol are impossible
to turn away from their blood-
thirsty hunger, though they can
sometimes be chased away if they
are quickly injured before they
catch the scent of wounded prey.
19
Nightmares
Deep One Barracuda
Sleek and silver with mouths full of needle-like teeth,
these deep one hybrid barracudas scamper and dart about
on their short, unnatural limbs like a slavering
pack of aquatic hounds. Their piscine tails
stick out straight behind them, and
triangular fins on their backs flatten
down for speed as they run.
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages understands Common but can’t speak
Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) piercing damage.
20
Nightmares
Deep One Elder
Deep ones are one of the few truly immortal creatures
of the sea. Barring their death by violence or mishap, they
grow, learn, and develop for eternity. Some scholars posit
that Father Dagon and Mother Hydra are, in fact, deep
ones of such antediluvian age and awesome power that
they have ascended to a semblance of deification.
The oldest and most powerful of the deep ones are the
elders, who grow closer to the mind and spirit of Dagon
and Hydra as they age. Truly ancient elders spend much of
their time slumbering in the depths, experiencing visions
of their gods and ancestors, but answer the calls
of their brethren when summoned.
The vestiges of an elder deep
one’s heritage are displayed
in horrifying scale:
the musculature of
orcas, the jaws of an-
cient sharks, patches of
armor-like shells, the fluid
forms of echinoderms, and
other less identifiable limbs
and organs comprise these horrific
abominations from the depths.
Deep one elders are sadistic be-
ing of incomprehensible patience,
who manipulate and outmaneuver
foes with magic, waiting until
their opponents have expended
their resources before engaging
them directly.
21
Nightmares
Deep One Elder Actions
Multiattack. The deep one elder attacks with his bite and uses
Huge aberration (deep one), chaotic evil Tail Sweep.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Armor Class 18 (natural armor)
target. Hit: 23 (3d10 + 7) piercing damage.
Hit Points 178 (17d12 + 68)
Tail Sweep. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Speed 30 ft., swim 60 ft. up to two creatures adjacent to each other. Hit: 11 (1d8
+ 7) piercing damage, and the target must make a DC 16
STR DEX CON INT WIS CHA Constitution saving throw, taking 14 (4d6) poison damage
24 (+7) 18 (+4) 19 (+4) 17 (+3) 18 (+4) 17 (+3) on a failure or half as much on a success. Those that fail the
saving throw also suffer the effects of one of the following
Saving Throws Con +8, Wis +8, Cha +7
venoms, chosen randomly (roll a d6).
Skills Arcana +7, Insight +8, Perception +8 1-2 – Hallucinogenic Venom. The target becomes poisoned
Damage Resistances acid, fire; bludgeoning, piercing, and for 1 minute. As long as this poisoned condition lasts,
slashing from nonmagical attacks that aren’t adamantine confusing hallucinations prevent the target from taking bonus
actions or reactions. At the end of each of the target’s turns, it
Damage Immunities cold, poison
makes a new Constitution saving throw, ending the poisoned
Condition Immunities charmed, frightened, paralyzed, petri- condition on itself on a success.
fied, poisoned
3-4 – Paralytic Venom. The target becomes paralyzed
Senses darkvision 90 ft., tremorsense 30 ft., passive Percep- indefinitely. At the start of each of the target’s turns, it
tion 18 makes a new Constitution saving throw, ending the paralyzed
condition on itself on a success.
Languages Aklo, Common, Deep Speech
5-6 – Necrotic Venom. The target’s speed is reduced by 15
Challenge 12 (8,400 XP)
feet (minimum 5 ft.) until the start of the deep one elder’s
Amphibious. The deep one elder can breathe air and water. next turn.
Deep Dweller. The deep one elder gains advantage on Lair Actions. When fighting inside its lair, the deep one
Dexterity (Stealth) checks while underwater. In addition, it elder can invoke the ambient magic to make lair actions. On
can’t be harmed by water pressure initiative count 20 (losing ties), the deep one elder takes a lair
action to cause one of the following effects:
Freedom of Movement. The deep one elder ignores difficult
terrain, and magical effects can’t reduce its speed or cause •A
deluge of water issues forth from a pool within 60 feet
him to be restrained. It can spend 5 feet of movement to of the deep one elder. Up to three creatures adjacent to
escape from nonmagical restraints or being grappled. each other within 15 feet of the pool are caught up in its
unnatural tide and must succeed a DC 15 Strength saving
Legendary Resistance (2/Day). If the deep one elder fails a
throw or be pushed 10 feet away and knocked prone.
saving throw, it can choose to succeed instead.
•A
globule of water detaches from a surrounding pool
Magic Resistance. The deep one elder has advantage on saving
and travels up to 30 feet before engulfing the head of
throws against spells and other magical effects.
its target until the end of the creature’s next turn. On a
Innate Spellcasting. The deep one elder is an innate successful DC 15 Dexterity saving throw, the target is able
spellcaster. Its spellcasting ability is Charisma (spell save DC to avoid the globule. While engulfed, the target cannot
15, +7 to hit with spell attacks). It knows the following spells. talk (or cast spells with verbal components) and has a -2
At will: resistance, create or destroy water, detect magic penalty on attack rolls.
22
Nightmares
Deep One Deep One Hammerhead
Hammerhead Large beast (deep-one), chaotic evil
This monstrosity seems impossible at first glance, an Armor Class 15 (natural armor)
unholy amalgamation of shark and human features Hit Points 51 (6d10 + 18)
devised by an alien intelligence. It glances about furtively,
Speed speed 15 ft., swim 40 ft.
searching for edible flesh to carve from living bodies with
its cutlass. STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 9 (-1) 14 (+2) 10 (+0)
Actions
Multiattack. The hammerhead makes two attacks: one with
its bite and one with its cutlass.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6+4) piercing damage.
Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) slashing damage.
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Nightmares
Deep One Hybrid
Ape
Interbreeding between deep ones and the beasts of Primordial Armor. Thick chitinous plates and hard
Farzeen’s coastal jungle has produced some horrific scales have erupted from the apes’ matted fur, giving
monstrosities, but few more terrible than the deep one them the appearance of primordial seamonsters or
hybrid apes. These shaggy, man-sized apes have begun squamous horrors of the deep.
to show signs of their abyssal transformations: their Shrewd Predators. Hybridization with the deep
eyes are milky and bulging, their skin slimy, and their ones has uplifted these apes to a level of sapience un-
hands and feet webbed. seen among the baser beasts of the jungle. They study
their opponents with an unnerving alien intelligence
and even seem to understand humanoid speech.
Hold Breath. The deep one hybrid ape can hold its breath
Deep One Hybrid Ape for 1 hour.
Medium beast (deep one), chaotic evil
Sea Longing. The deep one hybrid ape has advantage on
Armor Class 19 (natural armor) Strength (Athletics) checks made to swim. However, every
week that it spends more than 10 miles from the sea, it
Hit Points 39 (6d8+12) must succeed on a DC 10 Wisdom saving throw or its
Speed 20 ft., climb 30 ft., swim 30 ft. Wisdom score is reduced by 1 until it travels to the sea.
Senses darkvision 60 ft., passive Perception 13 Fist. Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) bludgeoning damage.
Languages understands Common but can’t speak
Rock. Ranged Weapon Attack. +5 to hit, ranged 25/50 ft.,
Challenge 1 (200 XP) one target. Hit: 6 (1d6+3) bludgeoning damage.
24
Nightmares
25
Nightmares
Deep One Hybrid
Menticidist
Menticide is defined as the systematic effort to subvert an-
other’s cherished values and beliefs through torture, nar-
cotics, magic, and other extreme methods. While the deep
ones themselves normally take little interest in surface
life, and care so little for human culture that they do not
even bother to subvert it, such behavior is more common
among deep one hybrids, who continue to live above the
waves. Such individuals are often driven by contempt for
their fellow humans and humanoids, and may dabble in
doomsday cults or the worship of various Old Ones such
as Shub-Niggurath or Ghatanothoa. The most fanatical of
zealots may be drawn to the role of menticidist, seeking to
use their various powers to undermine societies or turn in-
dividuals against their family, friends, and leaders. To this
end, their patrons may grant them special powers, such as
the Mummifying Gaze of Ghatanothoa. As their deep one
heritage grows more dominant, however, these individu-
als find themselves drawn more and more to the
sea, and usually end their connection to the Old
Ones’ cults upon their final transformation into
full-fledge deep ones.
26
Nightmares
Spellcasting. The deep one menticidist is a 15th level spell
Deep One Hybrid Menticidist caster and Charisma is its spellcasting ability (spell DC 18,
Medium humanoid (deep one, human), neutral evil +10 to hit with spell attacks). It knows the following spells:
Armor Class 19 (natural armor) Cantrips (at will): eldritch blast (3 bolts), mending, minor
illusion, prestidigitation
Hit Points 170 (20d8 + 80)
1st–5th (Four 5th-level slots): banishment, confusion,
Speed 30 ft., climb 30 ft., swim 30 ft. compulsion, counterspell, dominate person, enthrall, hold
monster, hypnotic pattern, kiss of Dagon (SPCM 106),
STR DEX CON INT WIS CHA lethargy of Tsathoggua (SPCM 106), melt flesh (SPCM 107)
13 (+1) 14 (+2) 18 (+4) 15 (+2) 10 (+0) 20 (+5)
Designer’s Note: The GM is encouraged to add an additional
Saving Throws Cha +10, Con +9, Wis +5 2-4 spells as appropriate for the campaign.
Skills Acrobatics +7, Nature +7, Perception +5, Persuasion
+10, Survival +5, Yog-Sothothery +10 ACTIONS
Senses darkvision 90 ft., passive Perception 15 Multiattack. The deep one menticidist makes three melee
attacks: two with its shortsword and one with its bite.
Languages Common, Aklo, Deep Speech
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Challenge 13 (10,000 XP) target. Hit: 5 (1d6 + 2) piercing damage
Agonizing Blast. When casting eldritch blast, the menticidist Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one target.
adds its Charisma modifier to the damage it deals on a hit. Hit: 3 (1d4 + 1)
Born of the Sea. The deep one menticidist has advantage on Magical Adept (1/Day). The deep one menticidist can regain
all skill and ability checks related to sailing, swimming and an expended spell slot as a bonus action.
the like. Mummifying Gaze (3/day). When a creature that can see the
Unearthly Mutation. The deep one menticidist can breathe air deep one menticidist’s eyes starts its turn within 60 feet of
or water. the menticidist, as a free action the menticidist can force it
to make a DC 15 Constitution saving throw if the menticidist
Magic Resistance. The deep one menticidist has advantage on isn’t incapacitated and can see the creature. A creature that
saving throws against spells and other magical effects. fails the save begins to mummify and its Dexterity score is
Innate Spellcasting. The deep one menticidist can cast the reduced by 1d4. If this reduces its Dexterity score to 0, it is
following spells (spell DC 18, +10 to hit with spell attacks): mummified as if by Ghatanothoa’s Mummification.
At will: detect thoughts, false life Unless surprised, a creature can avert its eyes to avoid this
effect at the start of its turn. If the creature does so, it can’t
1/day: eyebite, teleport or plane shift, mass suggestion, pipes
see the deep one menticidist until the start of its next turn,
of madness (SPCM 110)
when it can avert its eyes again. If the creature looks at the
Secret of Time’s End. When The deep one menticidist reduces menticidist in the meantime, it must immediately make the
a creature to 0 hit points, they gain 5 temporary hit points. save.
Whenever the menticidist deals damage with a warlock spell,
the target’s hit point maximum is reduced by the damage
dealt until they take a short rest. If the target’s hit point
REACTIONS
maximum reaches 0, it dies. Magical Defiance. When a creature hits the deep one
menticidist with an attack, the menticidist casts a cantrip on
the attacker if it is within range.
27
Nightmares
Deep One Hybrid –
Giant Shark
This gigantic beast is a cross between a deep one and
some species of deep-water shark. Its short humanoid
limbs allow only clumsy movement on land, but this crea-
ture seems at home in black water. Its gills puff out like
frills as it slips through the still water, its mouth hanging
open to reveal scores of jagged teeth. Its beady black eyes
gleam with malign intent.
ACTIONS
Bite. Melee Weapon Attack. +10 to hit, reach 5 ft., one target.
Hit: 29 (4d10 + 7) piercing damage. If the target is a Medium
or smaller creature, it must succeed a DC 15 Dexterity check
or be swallowed. While swallowed, the creature is blinded and
restrained, has total cover against attacks and other effects
outside of the shark, and takes 10 (3d6) acid damage at the
start of each of the shark’s turns.
If the shark takes 20 damage or more on a single turn
from a creature inside of it, the shark must succeed on a
DC 18 Constitution saving throw at the end of that turn or
regurgitate the swallowed victim, which falls prone in a space
within 10 feet of the shark. If the shark dies, the swallowed
creature is no longer restrained and can escape by expending
10 feet of movement, exiting prone.
28
Nightmares
Deep One Hybrid –
Constrictor Snake
The fecundity of the deep ones knows few limits, and the
tropical snakes of Farzeen are no exception to that rule.
The deep one hybrid constrictor snakes of Farzeen have
developed shark-like teeth, a powerful tail attack, and the
armor plating of their primordial ancestors.
ACTIONS
Multiattack. The deep one hybrid snake makes two attacks:
one bite and one tail slam.
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage
Tail Slam. Melee Weapon Attack. +7 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the
target is a medium or smaller creature, it is grappled and
restrained, and the snake can’t grapple another target.
A grappled creature automatically takes 14 (2d8 + 5)
bludgeoning damage at the beginning of its turn from
constriction.
29
Nightmares
Deep One
Packmaster
This foul batrachian humanoid seems more at ease in
the jungle than other deep ones. It has decorated its
slimy hide with necklaces and bracelets of bone and
teeth, and it wears a cloak of mud-spattered furs.
Surf and Turf. The evidence of this deep one’s fre-
quent forays onto land gather around it in the form of
its hybrid progeny. Mighty apes of the jungle, corrupted
and transformed by the deep one’s abyssal influence,
gambol and hoot in response to every passing noise.
The packmaster’s hideous brood is a physical expres-
sion of the unspoken truth of the deep ones: all life
comes from the sea, and to the sea shall it all return.
30
Nightmares
31
Nightmares
Deep One Deep One Touched Captain
Medium humanoid (deep one hybrid), neutral
Touched Captain Armor Class 12 (15 with mage armor)
The call of the sea is irresistible to many, but
Hit Points 60 (8d8+24)
for a few it is a summons to follow their true
heritage. Unsurprisingly, deep one hybrids, and Speed 30 ft., climb 30 ft., swim 30 ft.
those who bear even a trace of deep one blood
in their veins often make their way as mari- STR DEX CON INT WIS CHA
ners, often becoming quite successful because 10 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 18 (+4)
of their near-instinctive ties to the ocean and
Saving Throws Cha +6, Wis +2
its ways. Those sailors and captains who are
touched by a distant (or often not-so-distant) Skills Acrobatics +3, Nature +3, Perception +2,
connection to the deep ones are usually con- Persuasion +6, Survival +2, Yog-Sothothery +4
sidered a bit strange and off-putting, but rarely Senses darkvision 60 ft., passive Perception 12
have trouble finding crew, for their voyages meet
with frequent success, whether they are mer- Languages Common, Aklo
chants, pirates, fisherfolk, or adventurers. Challenge 3 (700 XP)
Weird and eerie happenings surround a ship
captained by one touched by the deep. Fish may Born of the Sea. The deep one-touched captain has advantage
school nearby in unbelievable numbers. Strange on all skill and ability checks related to sailing, swimming, and
weather may buffet the vessel, or strong winds the like.
may propel it at breakneck speed. Lights shine Unearthly Mutation. The deep one-touched captain can
beneath the waves, and sailors report bizarre breathe air or water.
and frightening dreams of deep, dark waters. A
Sea Longing. The deep one-touched captain has advantage on
captain may discover, to their surprise, that they
Strength (Athletics) checks made to swim. However, every
command magical spells or abilities that aid on
week that they spend more than 10 miles from the sea, they
voyages. Monsters may rise from the depths,
must succeed on a DC 10 Wisdom saving throw or their
but choose not to attack at sight of the captain’s
Wisdom score is reduced by 1 until they travel to the sea.
strange visage. And all the while, the captain
experiences the sea’s increasingly powerful Innate Spellcasting. The deep one-touched captain can cast
allure, until at last, life on land becomes painful the following spells:
and stultifying. At will: false life, mage armor
Not all deep one-touched mariners experience
Spellcasting. The deep one-touched captain is a 5th-level
the transformation into deep ones — sometimes
spellcaster and Charisma is their spellcasting ability (spell
the connection to Dagon’s folk is too tenuous or
DC 14, +6 to hit with spell attacks). They know the following
distant. But in several cases, some of which are
spells:
the stuff of sea-legends, a captain may vanish,
or disappear over the side on a stormy night, to Cantrips (at will): eldritch blast, mending, prestidigitation
later visit crew or family in a strange new guise, 1st to 3rd (two 3rd-level slots): comprehend languages,
with staring fishy eyes. counterspell, cure wounds, hypnotic pattern, kiss of Dagon
(SPCM 106), shatter, unseen servant
ACTIONS
Multiattack. The deep one-touched captain makes three melee
attacks: two with her shortsword and one with her bite.
Shortsword. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, range 5 ft., one target.
Hit: 2 (1d4) piercing damage.
32
Nightmares
Deep One Warrior
Far more hideous even than the typical deep ones, which
combine all the ugliest elements of fish and frog into a
sinister humanoid form, deep one warriors are hulking
brutes with gaping, jagged maws and thick, bulky hides.
Bred for Battle. Deep one warriors are as variable in
form as other denizens of the oceanic abyss. Some are
protected by crustacean carapaces while others grow thick
bony plates like the primordial fish of the ancient oceans.
One warrior might have the needle-toothed mouth of an
angler fish while another may have a shark’s jaws. These
monstrosities are reflections of all the untold terrors that
lurk in the stygian depths.
Actions
Multiattack. The deep one makes three attacks: one with its
bite and two with its claws or trident.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing
damage or 7 (1d8 + 3) piercing damage if used with two
hands to make a melee attack.
33
Nightmares
Deep Slug Swarm
When a piece of a Great Old One’s form falls from its whence it came. The only thing an observer can know
body, these things of flesh-that-is-not-flesh can main- is that to survive, they must flee without delay.
tain shreds of sentience, seeking out their like to con-
geal into massive swarms that roil with madness and The nearer this swarm of slithering slugs gets, the
despair in writhing bacchanalias that go on for centu- more disturbing it becomes, as the colors of the
ries before synthesis. There is no way to predict what things writhe over one another, ever-changing and
a deep slug swarm will do—its motives are in constant painful to look upon.
flux as the bits of intellect that form its amalgamated
mind vie for dominance in a never-end-
ing struggle—or from
34
Nightmares
Devil’s Coach Beetle Devil’s Coach Beetle
This massive black beetle has wide-set, powerful legs and Large beast, unaligned
a long abdomen. Its stunted wings allow for only rare,
short bursts of flight, but it can move much more quickly Armor Class 14 (natural armor)
than broader, heavier-armored beetles. The devil’s coach Hit Points 45 (6d10 + 12)
gets its name not only from its sinister appearance, but
Speed 40 ft., fly 20 ft.
from the sulfurous secretions it produces from its hind-
quarters. STR DEX CON INT WIS CHA
Insectile Steeds. The ghouls of Farzeen use these sleek 18 (+4) 13 (+1) 14 (+2) 1 (-5) 8 (-1) 3 (-4)
and terrible giant insects as mounts. Frothing with diges-
tive acid and trailing a hellish stench, the devil’s coach bee- Senses blindsight 30 ft., passive Perception 9
tles suit the ghouls’ temperament far better than horses.
Languages –
Challenge 2 (450 XP)
Actions
Attack. Bite: +6 to hit, reach 5 ft., one target. Hit: 11
(2d6+4) slashing damage plus 5 (1d10) acid damage.
35
Nightmares
Dinosaur,
Allosaurus
The allosaurus is a swift and deadly predator. This
bipedal dinosaur grabs at its prey with powerful
claws and delivers a series of quick slashing bites to
debilitate it. Allosauruses are fiercely territorial but
sometimes cooperate with others of their species to
attack larger prey. They typically stand over 8 feet tall
and measure around 30 feet from snout to tail.
Dinosaur, Allosaurus
Huge beast, unaligned
Actions
Multiattack. The allosaurus makes two melee attacks, one
with its claws and one with its bite.
Slashing Bites. The allosaurus makes two bite attacks with
disadvantage against a Large or larger target, dealing slashing
instead of piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 20 (3d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage. If the target is a
Large or smaller creature, it is grappled (escape DC 15). Until
this grapple ends, the target is restrained, and the allosaurus
can’t claw another target.
36
Nightmares
Dinosaur, Dinosaur, Ankylosaurus
Ankylosaurus Huge beast, unaligned
This ill-tempered herbivore is one of the most Armor Class 17 (natural armor)
heavily armored dinosaurs, from its thick, trian- Hit Points 59 (7d12 + 14)
gular head to the club on the tip of its tail. This
Speed 20 ft.
living fortress is over 25 feet long and stands 6
feet tall at the hip. It subsists on a diet of ferns STR DEX CON INT WIS CHA
and fruit, using its powerful tail club to defend 20 (+5) 8 (−1) 15 (+2) 2 (−4) 11 (+0) 5 (−3)
itself from predators.
Senses passive Perception 10
This stocky, lumbering creature is covered
with bony nodules of armor along its head, Languages –
neck, and the low hump of its back. Its thick, Challenge 3 (700 XP)
muscular tail ends in a massive club capable
of shattering bone.
Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is
a creature, it must succeed on a DC 15 Constitution saving
throw or have its hit point maximum reduced by an amount
equal to the damage taken. The target dies if this attack
reduces its hit point maximum to 0. The target can repeat
this save at the end of a long rest, ending the reduction
on a success, or the reduction can be removed by lesser
restoration or other magic.
37
Nightmares
Dinosaur,
Argentinosaurus
One of the largest animals ever to exist, Argenti-
nosaurus is a gigantic sauropod dinosaur more
than 100 feet long and weighing well over 100,000
pounds. With every step this titanic, long-necked
creature takes, the very earth trembles.
Dinosaur, Argentinosaurus
Gargantuan beast, unaligned
Actions
Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 41 (6d10 + 8) bludgeoning damage, and the
target must succeed on a DC 19 Strength saving throw or be
knocked prone.
Tail. Melee Weapon Attack: +11 to hit, reach 30 ft., one
target. Hit: 35 (6d8 + 8) bludgeoning damage.
38
Nightmares
Dinosaur,
Camarasaurus
The camarasaurus is a large sauropod dinosaur with
four stout limbs and a long neck. It typically stands
15 to 20 feet high at the shoulder and is around 50 to
60 feet long, although an exceptionally large speci-
men may reach 75 feet in length. Its massive head
is blunt and sturdy, with its eyes placed high up the
skull. Camarasauruses are herbivores, capable of
reaching vegetation high up in trees. They often travel
in herds similar to elephants.
Dinosaur, Camarasaurus
Gargantuan beast, unaligned
Actions
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 24 (4d8 + 6) bludgeoning damage.
39
Nightmares
Dinosaur,
Chasmosaurus
Chasmosaurus is a ceratopsian dinosaur smaller
than triceratops, standing about as high as a cow
and roughly 15 feet long from beak to tail. A large,
rectangular frill extends from the back of its skull
like a tower shield. It has three short horns on its
face that it rams into predators or rivals, and a sharp
hooked beak it uses to defend itself as well as to strip
branches of their leaves.
Dinosaur, Chasmosaurus
Large beast, unaligned
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) slashing damage.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) piercing damage.
40
Nightmares
Dinosaur,
Dilophosaurus
The dilophosaurus is a predatory dinosaur, much
smaller and swifter than a tyrannosaurus but larger
and more powerful than a velociraptor. It is easi-
ly identified by the pair of colorful crests over its
snout, which it uses in displays to attract mates or
warn away rivals. It uses its three-clawed hands and
crooked snarl of a jaw to hunt prey, mostly smaller
creatures than itself, although it will opportunistically
attack weak members of larger species. The typi-
cal adult dilophosaurus is around 20 feet long and
stands 4 to 5 feet high at the shoulder.
Dinosaur, Dilophosaurus
Large beast, unaligned
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 14 (2d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.
41
Nightmares
Dinosaur, Eldritch
Host Allosaurus
The allosaurus is a swift and deadly predator. This
bipedal dinosaur grabs at its prey with powerful
claws and delivers a series of quick slashing bites to
debilitate it. Allosauruses are fiercely territorial, but
sometimes cooperate with others of their species to
attack larger prey. They typically stand over 8 feet tall
and measure around 30 feet from snout to tail.
Eldritch Host Allosaurus. The Elder Things have
long been masters of shaping biology to their whims.
They have altered the physiology of this allosaurus
with alien tentacles and replaced its internal organs
with a shoggoth-like mass of protoplasm, giving it
immense stamina and an insatiable hunger.
42
Nightmares
Dinosaur, Electro-
Tank Ankylosaurus Plates of gleaming yithian shielding augment the
This ill-tempered herbivore is one of the most heavily bony armor of this stocky, lumbering creature. Its
armored dinosaurs, from its thick, triangular head muscular tail ends in a bone-shattering club, and
to the club on the tip of its tail. This living fortress is from its back protrudes a rotating dome with twin
over 25 feet long and stands 6 feet tall at the hip. It prongs that crackle with electricity.
subsists on a diet of ferns and fruit, using its power-
ful tail club to defend itself from predators.
Yithians have transformed the already heav-
ily armored ankylosaurus into a nigh-invul-
nerable walking weapons platform. Steel-ce-
ramic composite plates reinforce its existing
armor, and it boasts a turret of lightning guns
installed on its back, powered by a second brain
grafted onto the dinosaur’s spine.
43
Nightmares
Dinosaur,
Hatzegopteryx
Hatzegopteryx is a gigantic pterosaur. This prehis-
toric flying reptile can soar at great speed for days at
a time. When it comes time to feed, it stalks the land
like a massive heron, using its folded wings as stilt-
like forelimbs and snapping up small dinosaurs with
its powerful beak. These statistics can be used for
similar giant pterosaurs such as quetzalcoatlus and
arambourgiana.
Dinosaur, Hatzegopteryx
Huge beast, unaligned
Skills Perception +3
Senses passive Perception 13
Languages –
Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 13 (2d10 + 2) slashing damage. If the target is a Small
or smaller creature, the target is grappled (escape DC 12).
Until the grapple ends, the hatzegopteryx can’t use its bite
on any other creature.
44
Nightmares
Dinosaur,
Hunter-Killer
Allosaurus
Hunter-Killer Allosaurus. With the addition of armor
plating, adaptive shields, enhanced senses, and a matter
disruptor beam, the yithians have turned what was al-
ready a swift and deadly predator into a killing machine.
Dinosaur, Kentrosaurus
Large beast, unaligned
Actions
Shoulder Spike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 18 (4d6 + 4) piercing damage.
Reactions
Brace. When a creature moves to within 5 feet of
the kentrosaurus and makes an attack against it, the
kentrosaurus makes a shoulder spike attack against that
creature.
46
Nightmares
Dinosaur, Lambeosaurus
Huge beast, unaligned
Skills Perception +3
Senses passive Perception 13
Languages –
Challenge 1 (200 XP)
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage.
47
Nightmares
Dinosaur,
Pachycephalosaurus
This dinosaur uses its thick dome-like skull as a batter- This swift, bipedal creature runs with its body hori-
ing ram to smash into rivals or predators. zontal, its head lowered and its stiff tail sticking out
behind it. It is crowned with a dome of thick bone
surrounded by spiky nodules.
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one
16 (+3) 14 (+2) 15 (+2) 2 (–4) 11 (+0) 5 (–3) target. Hit: 12 (2d8 + 3) bludgeoning damage.
Damage Resistances bludgeoning from nonmagical attacks
Senses passive Perception 10
Languages –
Challenge 2 (450 XP)
48
Nightmares
Dinosaur, Dinosaur, Pterodactyl
Pterodactyl Tiny beast, unaligned
Armor Class 10
The pterodactyl is a small primeval flying reptile
with a wingspan up to three-and-a-half feet. It Hit Points 2 (1d4)
can walk awkwardly on the ground using its feet Speed 10 ft., fly 60 ft.
and wings, but it is a swift and agile flyer. Ptero-
dactyls use their long, tapering beaks filled with STR DEX CON INT WIS CHA
dozens of small, conical teeth to snatch up fish, 4 (−3) 16 (+3) 10 (+0) 2 (−4) 13 (+1) 8 (−2)
insects, and small animals.
Skills Perception +3
A flying reptile the size of a hawk, covered in
Senses passive Perception 13
feather-like down with leathery wing mem-
branes. Its long, toothy beak is topped with a Languages –
colorful fin-shaped crest. Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
49
Nightmares
Dinosaur, Dinosaur, Pterosentry
Pterosentry Large monstrosity, unaligned
Actions
Multiattack. The pterosentry makes two melee or two
ranged attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 +3) piercing damage.
Laser. Ranged Weapon Attack: +5 to hit, range 80/160 ft.,
one target. Hit: 16 (3d10) radiant damage.
50
Nightmares
Dinosaur,
Siege-Claw
Therizinosaurus
Siege-Claw Therizinosaurus. This lumbering
dinosaur has been transformed through yithian cy-
bernetic implants into a living siege weapon. Its thick
body is plated with scales of steel-ceramic composite
armor, allowing it to shrug off attackers, and its pow-
erful claws have been reinforced with adamantine
and a kinetic overdrive engine, letting it shred
through stone and send enemies flying.
51
Nightmares
This is the tar-covered corpse of a
hulking reptile with a double row
of spines and diamond-shaped
plates running along its humped
back. Its limber tail bears spikes
over a foot long, and two even
longer spikes protrude from its
shoulders.
52
Nightmares
Dinosaur,
Teleporting
Velociraptor
Teleporting Velociraptor. This velo-
ciraptor has been modified with yithian
technology, making it faster and more ag-
gressive. Most notably, an experimental blink
engine has been implanted in its torso, allow-
ing it to repeatedly teleport short distances.
This makes the tiny predator’s movements
completely unpredictable.
Thalassodromeus
Medium beast, unaligned
Armor Class 13
Hit Points 18 (4d8)
Speed 30 ft., fly 60 ft.
Skills Perception +2
Senses passive Perception 12
Languages –
Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage.
54
Nightmares
Dinosaur, Dinosaur, Therizinosaurus
Therizinosaurus Huge beast, unaligned
55
Nightmares
Dinosaur,
Velociraptor
The velociraptor is a small, predatory dinosaur that This small, feathery dinosaur is less than 2 feet
uses its powerful foot-claws to grasp and overpower tall, and its long tail sticks out stiffly behind it. It
its prey. It is covered in feathers, with particularly has sickle-shaped claws on its feet and a narrow
long feathers on its arms and its stiff tail. mouth lined with dozens of tiny, curved teeth.
Velociraptor
Tiny beast, unaligned
Armor Class 13
Hit Points 17 (5d4 + 5)
Speed 30 ft.
Skills Perception +3
Senses passive Perception 13
Languages –
Challenge 1/2 (100 XP)
Actions
Multiattack. The velociraptor makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage and the target is grappled
(escape DC 13). Until the grapple ends, the target is
restrained if it is Small or smaller, and the velociraptor can’t
attack another target.
56
Nightmares
Dinosaur,
Yig-Touched
Dilophosaurus
Already a swift and deadly predator, the dilophosaurus
grows even more fearsome and terrifying with the bless-
ing of Yig. The creature has been transformed under the
gaze of the Father of Serpents, taking on ophidian charac-
teristics like a cobra’s hood and the ability to spit venom.
Condition Immunities poisoned Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.
Senses passive Perception 11
Spit Venom. Ranged Weapon Attack: +5 to hit, range
Languages – 10/30 ft., one creature. Hit: 9 (2d8) poison damage and
Challenge 4 (1,100 XP) the target must succeed on a DC 13 Constitution saving
throw or be blinded for 1 minute. The target can repeat
Pounce. If the dilophosaurus moves at least 20 feet this save at the end of each of its turns, ending the effect
straight toward a Large or smaller creature and then hits on a success.
57
Nightmares
Dream Piper
When a person dies in their sleep, they sometimes
leave behind a residue, or echo, forever doomed to
wander the Dreamlands disconnected from their
body. Although most such unfortunate soul splinters
eventually fade into oblivion, others find themselves
lured and then enslaved by the music of a dream pip-
er. A dream piper uses these captive dreamers to slip
into the waking world, often through the dreams of
loved ones left behind. Once a dream piper manifests
in our reality, it blurs the veil between this world and
the Dreamlands to allow it to exist here. The longer
a dream piper dwells among the living, the more
warped and nightmarish our world becomes. In time,
these changes become permanent.
58
Nightmares
least one other panel. The dream piper cannot place walls
Dream Piper in occupied spaces, but it can create walls to surround
Medium fey, neutral evil creatures. If a creature would be surrounded on all sides
by the wall (or the wall and another solid surface), that
Armor Class 16 (natural armor) creature can make a DC 17 Dexterity saving throw. On a
Hit Points 82 (15d8 + 15) success, the creature can use its reaction to move up to its
speed so that it is no longer enclosed by the wall.
Speed 30 ft., fly 30 ft.
It creates up to a 60-foot-radius sphere of fog, smoke, or
STR DEX CON INT WIS CHA mist centered on a point within range. The sphere spreads
10 (+0) 13 (+1) 12 (+1) 17 (+3) 18 (+4) 21 (+5) around corners, and its area is heavily obscured. It cannot
be dispersed by wind.
Saving Throws Wis +8, Cha +9
Life Sense. The dream piper can sense the location of
Skills Deception +9, Intimidate +9, Perception +8, any living creature within 120 feet of it. It cannot sense
Sleight of Hand +5, Stealth +5 constructs or undead.
Damage Immunities cold, necrotic, poison Magic Resistance. The dream piper has advantage on
Damage Resistances acid; bludgeoning, piercing, and saving throws against spells and other magical effects.
slashing from nonmagical attacks Misty Form. While in dim light or darkness, the dream
piper can take the Hide action as a bonus action. If the
Condition Immunities charmed, exhaustion, frightened,
dream piper does not move on its turn while in dim light
grappled, paralyzed, petrified, poisoned, prone, restrained
or darkness, any creature has disadvantage on attack rolls
Senses darkvision 60 ft., passive Perception 18 against it.
Languages All, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Actions
Psychic Shock. Melee Spell Attack: +12 to hit, reach 5
Innate Spellcasting. The dream piper’s innate spellcasting ft., one target. Hit: 10 (3d6) psychic damage, and the
ability is Charisma (spell save DC 17, +9 to hit with spell target must succeed on a DC 17 Wisdom saving throw or
attacks). It can innately cast the following spells, requiring become frightened of the dream piper for 1 minute. The
no material components: target can repeat the saving throw at the end of each of its
At will: detect thoughts, minor illusion, phantasmal force turns, ending the effect on itself with a success.
3/day each: major image, phantasmal killer, sleep Somnambulent Piping. The dream piper plays a dirge.
Any creature within 60 feet that can hear the dream piper
1/day each: dream, hallucinatory terrain, hypnotic pattern, must make a DC 17 Wisdom saving throw or fall asleep.
programmed illusion A sleeping creature can repeat the saving throw at the
Dreamscape. Each round as a bonus action, the dream end of each of its turns, ending the effect on itself with a
piper can warp reality around it to a range of 120 feet successful save. Another creature can use their action to
in one of the ways listed below. These alterations feel, attempt to wake a comrade, allowing the sleeping creature
look, and smell real. Each alteration remains for 1 minute to attempt another save. Constructs, undead, and creatures
before dissipating, although the dream piper can end immune to sleep ignore this effect.
any alteration as a bonus action. It can allow any number Spectral Dreamers (Recharge 5-6). The lost dreamers
of affected creatures to ignore these alterations and be enslaved by the dream piper obey his commands and
unaffected by them. unleash a psychic barrage in a 60-foot cone. Each creature
It turns areas of the ground into any harmless substance, in the area of effect must succeed on a DC 17 Wisdom
such as shallow water, snow, mud, ice, blood, or rock. The saving throw or take 23 (4d8+5) psychic damage and be
spaces it chooses become difficult terrain. frightened of the dream piper for 1 minute. On a success,
the target takes half damage and is not frightened. A
It creates nonmagical walls of any harmless substance,
frightened creature can repeat the saving throw at the
such as sand, stone, wood, brick, ice, or flesh. The walls
end of each of its turns, ending the effect on itself on a
are 6 inches thick and composed of up to ten 10-foot-
success.
by-10-foot panels. Each panel must be contiguous with at
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Dreamlands
Skeletons
Dreamlands skeletons are psychically powered
remnants of those who have died in the Dreamlands,
distorted by nightmare forces beyond comprehen-
sion. They often have the hooves and horns of the
Leng folk or the slithering tail and multiple arms of
the gnorri. These undead creatures viciously attack
Dreamers and other non-natives of the Dreamlands.
They are even known to manifest in the waking world
on rare occasions.
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Dreamlands Skeleton Mage
Medium undead, chaotic evil
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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the end of each of its turns, ending the effect on a success.
Dreamlands Skeleton Warrior Creatures that successfully save against this effect are
Medium undead, chaotic evil immune to that skeleton’s fear gaze for 24 hours.
Armor Class 18 (scale mail and shield) Feed on Fear. The skeleton has advantage on attack rolls
against creatures that are frightened or suffering from
Hit Points 32 (5d8 + 10) dread.
Speed 30 ft. Regeneration. The skeleton regains 5 hit points at the
start of its turn if it has at least 1 hit point. If the skeleton
STR DEX CON INT WIS CHA takes radiant damage or damage from holy water, this trait
15 (+2) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 7 (–2) doesn’t function at the start of the skeleton’s next turn.
Damage Vulnerabilities bludgeoning Turning Defiance. The skeleton has advantage on saving
throws against effects that turn or otherwise repel undead.
Damage Immunities poison
Condition Immunities exhaustion, frightened, poisoned Actions
Senses passive Perception 9 Multiattack. The skeleton makes two melee attacks or two
Languages the languages it knew in life ranged attacks.
Challenge 2 (450 XP) Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2)
Fear Gaze. As a bonus action, the skeleton turns its baleful piercing damage if used with two hands.
gaze on one creature it can see within 30 feet of it. If the Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
target can see the skeleton, the target must succeed on ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
a DC 10 Wisdom saving throw or be frightened of the damage.
skeleton for 1 minute. The target can repeat this save at
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Druid
Despite their reputation as peace-loving hermits who
prefer the company of trees and animals, and who dwell
alone as defenders of isolated wilderness areas, druids
are as prone to vice and the pleasures of the flesh as any-
one else. Some druids, especially those who choose to
associate with dungeon-delvers and adventuring bands,
continue to worship their nature spirits and cast the
magic of the wilds, but also indulge in civilization’s vices
—wild romance, strong drink, gambling, and carousing.
Such druids are no less respectful of nature, but have no
aversion to associating with other like-minded compan-
ions, to engage in endless quests for fame and riches.
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Elder Shoggoth
Churning mounds of protoplasm and flesh, shog- When attempting to control an elder shoggoth with
goths were the weapons of the Elder Things, at least a shoggoth twsha (SPCM 130), the DC is 21 to main-
until they broke free and destroyed their masters. tain control and 23 to re-establish control.
In these latter days, the shoggoth are all but extinct,
until summoned again to commit horrors. The sheer magnitude, composition, and exu-
Elder Shoggoth. The vastness of immortality dative corruption of the unspeakably terrifying
allows some shoggoths to discover the teachings ooze threatens to shatter the psyche of all in its
of Ubbo-Sathla, the Tome Keeper and Unbegotten presence. Its appalling visage is matched by the
Source. These oozes, known as Elder Shoggoths, putrescent cloud surrounding its bulk. Simultane-
are a power unto themselves, and the few madmen ously exuding the odors of birth, life, and death,
aware of their existence believe them to be the result the elder shoggoth is a thing of clashing night-
of shoggoths reading a Tablet of the Gods. Regard- mares.
less of the source of their ascendancy, their intellect
and eldritch powers are unmatched.
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Magic Resistance. The elder shoggoth has advantage on
Shoggoth, Elder saving throws against spells and other magical effects.
Gargantuan ooze, chaotic evil
Regeneration. The elder shoggoth regains 20 hit points at
Armor Class 17 (natural armor) the start of its turn if it has at least 1 hit point.
Spider Climb. The elder shoggoth can climb difficult
Hit Points 330 (20d20 + 120)
surfaces, including upside down on ceilings, without
Speed 40 ft., climb 30 ft., swim 40 ft. needing to make an ability check.
STR DEX CON INT WIS CHA
27 (+8) 19 (+4) 23 (+6) 18 (+4) 19 (+4) 21 (+5) Actions
Multiattack. The shoggoth can use its Tekeli-li. It then
Saving Throw Wis +10, Cha +11, Int +10 makes three attacks with its pseudopods.
Skills Arcana +10, Perception +16, Religion +10, Yog-So- Pseudopod. Melee Weapon Attack: +14 to hit, reach 30
thothery +16 ft., one target. Hit: 21 (3d8 + 8) bludgeoning, piercing, or
Damage Resistances acid, bludgeoning, fire, piercing, slashing damage (shoggoth’s choice) plus 7 (2d6) acid
slashing damage and must succeed a DC 19 Intelligence saving
throw or be magically charmed by the elder shoggoth’s
Damage Immunities cold, thunder countenance until the start of the next turn.
Condition Immunities blinded, charmed, deafened, exhaus- If the target is a Huge or smaller creature, it must succeed
tion, frightened, prone, stunned on a DC 18 Strength or Dexterity saving throw or be
Senses darkvision 120 ft., tremorsense 60 ft., passive consumed (see above). If this attack reduces the creature
Perception 26 to 0 hit points, the target is instantly slain as the elder
shoggoth destroys some vital aspect of its body (such as
Languages Aklo, Common, and two others of the GM’s by plucking off its head or crushing its torso).
choice
Engulf. The elder shoggoth moves up to its speed. While
Challenge 19 (22,000 XP) doing so, it can enter Huge or smaller creatures’ spaces.
Whenever the elder shoggoth enters a creature’s space,
Legendary Resistance (3/day). If the elder shoggoth fails the creature must make a DC 18 Dexterity saving throw.
on a saving throw, it can choose to succeed instead. On a success, the creature can choose to be pushed 5
Innate Spellcasting. The elder shoggoth’s spellcasting feet back or to the side of the elder shoggoth, avoiding
ability is Charisma (spell save DC 19, +11 to hit with spell the effect. If it fails the saving throw or succeeds but
attacks). It can innately cast the following spells, requiring doesn’t choose to be moved, the creature takes 21 (3d8
no material components: + 8) bludgeoning damage and 7 (2d6) acid damage and is
consumed by the elder shoggoth.
At will: chill touch, hideous laughter, minor illusion, poison
spray, ray of enfeeblement Tekeli-li. Each creature of the elder shoggoth’s choice that
is within 60 feet of the shoggoth that can hear it must
3/day each: enlightenment of the blink idiot god (SPCM
succeed on a DC 18 Wisdom saving throw or become
102), eyebite, mass suggestion, wave of oblivion (SPCM
magically frightened for 1 minute. A creature immune to
116)
the frightened condition by virtue of a spell or class feature
1/day each: feeblemind, gate, pipes of madness (SPCM has that protection suppressed for 1 minute; it must make
110) the saving throw normally. A creature can repeat the saving
Amorphous. The elder shoggoth can move through a throw at the end of each of its turns, ending the effect on
space as narrow as 5 feet without squeezing. itself on a success. If this second (or later) saving throw
fails, the creature gains another level of dread that lasts for
Consume. The elder shoggoth can consume creatures 1 minute (if your game uses dread) or gains a short-term
whole, engulfing them in its protoplasm. An engulfed madness (if not). If a creature’s saving throw is successful
creature is blinded, restrained, can’t breathe, has total or the effect ends for it, the creature is immune to the
cover against attacks and other effects outside the elder elder shoggoth’s Tekeli-li for the next 24 hours.
shoggoth, and takes 21 (6d6) acid damage at the start of
each of the elder shoggoth’s turns.
Legendary Actions
An engulfed creature can try to escape by using its action
to make a DC 18 Strength (Athletics) check. On a success, The elder shoggoth can take 3 legendary actions,
the creature escapes and enters a space of its choice choosing from the options below. Only one legendary
within 5 feet of the elder shoggoth. A creature within 5 action option can be used at a time and only at the end of
feet of the elder shoggoth can also attempt to pull an another creature’s turn. The elder shoggoth regains spent
engulfed target free in the nearest unoccupied space as legendary actions at the start of its turn.
an action. Doing so requires a successful DC 18 Strength Cast a Spell. The elder shoggoth casts an at-will spell.
(Athletics) check, and the creature making the attempt Bud (Costs 2 actions). A formless spawn (SPCM 321)
takes 7 (2d6) acid damage. emerges from the writhing mass of the elder shoggoth.
The shoggoth can hold up to two Huge creatures or up to Tentacle. The elder shoggoth makes a pseudopod attack. 67
eight Large or smaller creatures inside it at a time.
Nightmares
Elder Thing
Sarcomancer
Sarcomancers are some of the foremost scientists
and artists of Elder Thing civilization. They devote
their massive, alien brains to the study of magic that
alters and controls flesh, bending the living and the
dead to their will. Their mastery of flesh-sculpting
magic gives them an important role in the creation of
shoggoths and other monstrous servants of the Elder
Things.
Sarcomancers are physically indistinguishable
from other Elder Things; only their abilities mark
them as different and all the more horrifying.
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96), green decay (SPCM 104), protection from energy,
Elder Thing Sarcomancer shrivel (SPCM 113)
Medium aberration, lawful neutral
4th level (3 slots): black tentacles, Orne’s black (SPCM
Armor Class 16 (natural armor) 110), polymorph, remortification (SPCM 111), stoneskin
5th level (2 slots): cloudkill, cone of cold, melt flesh
Hit Points 157 (15d8 + 90)
(SPCM 107),
Speed 30 ft., fly 90 ft., swim 40 ft.
6th level (1 slot): congeal formless spawn (SPCM 97),
STR DEX CON INT WIS CHA ferox (SPCM 102), flesh to stone
17 (+3) 17 (+3) 22 (+6) 23 (+6) 18 (+4) 19 (+4) Hibernation. See SPCM 307.
Saving Throws Int +10, Wis +8, Cha +8 Star Travel. The elder thing can survive and fly in space.
Skills Animal Handling +10, Arcana +14, History +14, Unbreathing. The elder thing doesn’t need to breathe.
Nature +14, Religion +14, Yog-Sothothery +12 Void Sight. Magical darkness doesn’t impede the elder
Damage Resistances bludgeoning, fire, slashing thing’s darkvision.
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Eldritch Elemental
An eldritch elemental is a force of deadly gamma ra- Searing white light emanates from this faceless,
diation. Wherever it moves, life wilts and dies, leaving faintly humanoid shape; it is brightest at the fig-
a path of uncaring devastation in its wake. Radiation ure’s core. The air around the creature bends with
can be contained and slowed by encasing it in large radiant energy and waves of intense heat.
amounts of metal and minerals, though the elemental
is capable of escaping from even the smallest holes.
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Eldritch Ouma
This colony of pearly white coral first appears
to be a blanket of humanoid teeth. Upon closer
inspection, these dentoid organisms are constant-
ly moving, chattering with the gentle flow of the
current.
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First Mate
The most vital officer on a well-run ship, the first mate
serves as the captain’s right hand, overseeing other officers
and common sailors, and taking command in the captain’s
absence. First mates are loyal, experienced, professional, and
tough, taking a substantial share of a vessel’s profits, and
often rising to captain their own ships.
First Mate
Medium humanoid (human), lawful neutral
Armor Class 12
Hit Points 19 (3d8+6)
Speed 30 ft.,
Born of the Sea. The first mate has advantage on all skill and
ability checks related to sailing, swimming, and the like.
ACTIONS
Multiattack. The first mate makes two melee or ranged
attacks.
Shortsword. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage
Javelin. Ranged Weapon Attack. +3 to hit, ranged 30/120 ft.,
one target. Hit: 4 (1d6+1) piercing damage
REACTION
Belay That (2/day). As a reaction, the first mate may force a
creature taking the attack action against an ally to make a DC
12 Charisma saving throw. On a failure, the targeted creature
cannot attack the original target but may instead take a
different action.
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Flesh Fly
This horrid fly is the size of a cat, with a hairy brownish
carapace and bulging, multifaceted eyes. It flits in errat- Fast Acting Leprosy
ic spirals, emitting a maddening buzzing sound. These Leprosy is a skin disease that causes permanent damage
vermin transmit debilitating diseases with their filthy to the nerves, inhibiting natural healing and often leading
mouthparts. to disfigurement. Because the disease has no natural
Ghoulish Familiars. With their morbid attraction cure and presents such obvious and unpleasant physical
to decay and immunity to diseases, ghoul spellcasters symptoms, lepers are often shunned and isolated by
sometimes keep flesh flies as pets. A ghoul of 3rd level or society.
higher who casts the find familiar spell can choose to gain Under normal circumstances, leprosy is not as
the service of a flesh fly in place of the other choices of contagious as often feared: any humanoid creature must
familiar. succeed on a DC 5 Constitution saving throw once
every 24 hours they are in close contact with an infected
individual or a carrier of leprosy, with failure resulting in
Flesh Fly infection. Leprosy manifests slowly, with the infected
showing no symptoms of the disease for 2d6 years.
Tiny beast, unaligned
Some creatures, such as the flesh flies of Farzeen, spread
Armor Class 13 a fast-acting form of leprosy that can manifest in as little
as 1d4 days.
Hit Points 3 (1d4+1) Symptoms of leprosy include skin lesions, numbness,
Speed 10 ft., climb 10 ft., fly 40 ft. thickened skin, wounds that don’t heal, and deformity
of joints and extremities. The infected creature has
STR DEX CON INT WIS CHA disadvantage on all saving throws made to avoid
4 (-3) 16 (+3) 12 (+1) 1 (-5) 7 (-2) 3 (-4) exhaustion, regains only half the normal number of hit
points from spending Hit Dice, and regains no hit points
Condition Immunities disease from finishing a long rest. In addition, their hit point
Senses blindsight 30 ft., passive Perception 8 maximum is reduced by 1d8 hp until the disease is
cured.
Languages –
Treatment. Once a humanoid is infected with leprosy,
Challenge 1/8 (25 XP) it can only be cured through magical means, such as the
spell lesser restoration.
Spider Climb. The flesh fly can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage, and the target must make
a DC 11 Constitution saving throw against disease or
contract fast-acting leprosy (see sidebar).
Reactions
Avoid the Swatter. The flesh fly abruptly flies away from an
attack that would otherwise hit it, moving up to its fly speed
without provoking opportunity attacks.
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Flesh Golem, Tcho-Tcho
This shambling brute is expertly stitched together from the bodies
of dozens of individuals, forming a grotesque specimen of Tcho-Tcho
flesh-crafting. A shrunken head sits above its incongruously broad
shoulders, its eyes and mouth stitched shut with sinew.
Bio-Magic Weapon. The Tcho-Tcho are experts in modifying and
weaponizing their own bodies, but when working with dead flesh,
they push their craft beyond the limits of the mortal form. This go-
lem bristles with sharpened bone spurs that ooze venomous ichor,
spreading foul toxins with every blow. Its internal organs have been
converted into a bio-factory that extrudes acidic webbing, which it
launches from a concealed incision in its chest. Each flesh golem is
unique, and Tcho-Tcho society views these constructs more as works
of art than as weapons.
Eternal Service. While the flesh of its body may come from any
number of sources, the shrunken head that guides this monster is
always fashioned from one of its creator’s fallen kin. Sometimes
the head comes from a renowned chieftain who wished to continue
serving the tribe after death. Other times it is the head of a rogue
family member who rejected the Tcho-Tcho way of life, only to be
bound to it eternally in a sort of posthumous penance. Among the
Tcho-Tcho, all must serve as they are required.
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Flesh Tree
First grown from a demon seed planted in the wrong Blood Orchards
earth, flesh trees display elements of animal life, with
Some individuals — either mad or maladjusted, in the
internal skeletons, organs that resemble multiple
view of many — have attempted to domesticate blood
hearts and lungs, and a rudimentary nervous system,
trees, growing them individually or in small orchards.
along with branches and thick plant-like trunks, but
Demented nobles, mad arborists, collectors and
of flesh and tissue. They derive nutrition from both
others grow flesh trees simply for the novelty of doing
minerals in soil and the fluids of living creatures
so, displaying them as oddities, or keeping them as
ensnared in their waving tendrils. Unlike plants, flesh
secret obsessions, hidden from the world. Partic-
trees breathe air and cannot gain sustenance through
ularly twisted keepers may also use the trees for
photosynthesis. If submerged in water through a
entertainment, feeding animals or captives to their
flood or other event, flesh trees will drown like ani-
ever-hungry pets. Other growers are more responsi-
mals.
ble, though no less disturbing, tending their trees in
Is it a grotesque creature in the shape of a tree, the same fashion as any other domesticated creature,
or a tree clad in animal flesh? Its glistening skin providing them with living food such as rats, rabbits,
forms a columnar trunk, studded with rudimenta- and livestock, while enjoying simple pride of owner-
ry eyes, while its “branches” consist of finger-like ship of an exotic and noteworthy species.
tendrils that occasionally twitch or expand and Other tenders keep flesh trees for practical or
contract. On closer inspection you see that the scholarly purposes. Alchemists and spellcasters see
entire horrific assemblage is breathing, drawing the trees as a source of flesh, blood, and internal
breath through the moist-looking spiracles that organs that can be used for spells, potions, arcane
open and close all along its trunk, gasping wetly. concoctions, and other purposes without the risk of
sacrifice or murder. These individuals extract needed
components after pacifying their trees with drugged
prey animals.
Naturalists and scholars may study these unique
organisms with purely scientific motivations. Some
may feed their trees with their own bodily fluids, or
with that of volunteers, servants or captives, but will
not allow a flesh tree to completely drain its prey,
keeping targets alive for future feedings. Even if flesh
trees are kept for relatively ethical reasons, their exis-
tence is often secret, as their nature is so repugnant
that their owners will be subjected to considerable
hostility if the trees are discovered.
.
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Senses Blindsight 60 ft., passive Perception 13
Flesh Tree Languages –
Huge monstrosity, unaligned
Challenge 6 (2,300 XP)
Armor Class 10 (natural armor)
Hit Points 161 (14d12 + 70) Actions
Speed 0 ft. Multiattack. The flesh tree makes three feeding tendril
attacks. It cannot attack with a feeding tendril that has a
STR DEX CON INT WIS CHA
grappled target.
18 (+4) 6 (–2) 20 (+5) 1 (–5) 16 (+3) 1 (–4)
Feeding Tendril. Melee Weapon Attack: +7 to hit, reach 10
Saving Throws Con +8, Wis +7 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and
target is grappled (escape DC 15).
Damage Resistances bludgeoning, piercing
Drain. The flesh tree inflicts 7 (2d6) necrotic damage on a
Condition Immunities blinded, charmed, deafened, fright- grappled creature.
ened, prone
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Ghoul Aristocrat
Despite the disdain in which they are held by some
due to their less-than-appealing manners and habits,
some ghouls live and even thrive among humans,
dwarves, and other folk. A highly adaptable group,
these ghouls sometimes go so far as to embrace the
cultures and practices of their new communities. A
few even adopt the mannerisms of the elite, styling
themselves as “nobles,” dressing themselves in
the finest clothing, affecting aristocratic airs, and
maintaining themselves with impeccable (and often
quite un-ghoul-like) grooming and cleanliness. Their
dietary habits remain the same as other ghouls, how-
ever, but these unpleasantries are usually kept well
away from the sight of polite society.
Speed 30 ft., burrow 10 ft., climb 30 ft. Scrounger. The ghoul has advantage on Wisdom
(Perception) and Intelligence (Investigation) checks to find
STR DEX CON INT WIS CHA objects in rubble or undergrowth, buried, or otherwise
10 (+0) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 16 (+3) hidden from view.
Sneak Attack (1/Turn). The ghoul aristocrat deals an extra
Skills Acrobatics +7, Deception +9, Perception +7, Sleight
14 (4d6) damage when it hits a target with a weapon attack
of Hand +7, Stealth +7, Yog-Sothothery +4
and has advantage on the attack roll, or when the target is
Senses darkvision 60 ft., passive Perception 17 within 5 feet of an ally that isn’t incapacitated and the ghoul
Languages Common, Ghoul, thieves’ cant aristocrat doesn’t have disadvantage on the attack roll.
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Ghoul
Berserker
Ghouls are fearsome creatures to begin with — ca-
nine-visaged horrors who stink of death and are covered
with the dirt and mold of the grave. Those ghouls who take
up weapons and choose to fight as warriors are even more
terrifying, for they revel in violence and killing, then feast
upon the corpses of the slain.
Ghoul berserkers tend to be larger, more powerfully
built members of their species, up to seven feet tall and
covered in slabs of muscle. They bear burns and scars of
battle and are sometimes missing eyes, teeth or extrem-
ities. These injuries rarely if ever slow ghoul berserkers
down—rather they seem to add to a berserker’s ferocity, as
if each new wound compounds their rage and love of
violence, and serve as reminders of those that they
overcame and devoured.
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Nightmares
Scrounger. The ghoul berserker has advantage on Wisdom
Ghoul Berserker (Perception) and Intelligence (Investigation) checks to find
Medium monstrosity (ghoul), chaotic evil objects in rubble or undergrowth, buried, or otherwise hidden
from view.
Armor Class 16 (adamantine breastplate)
Smell Magic. The ghoul berserker automatically notices magic
Hit Points 127 (15d8 + 60) items and spells within 60 feet. it has advantage on Wisdom
Speed 40 ft., burrow 10 ft., climb 30 ft. (Perception) checks to notice magic traps.
Adamantine Armor. While wearing its adamantine breastplate,
STR DEX CON INT WIS CHA the ghoul berserker is immune to critical hits.
20 (+5) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 12 (+1)
Saving Throws Str +8, Con +7; -1 on saving throws against ACTIONS
confusion, insanity, and madness Multiattack. The ghoul berserker makes three attacks:
Skills Athletics +8, Perception +4, Yog-Sothothery +4 one with its bite and two with its weapons. It can use its
Cannibalize or Howl of Lunacy in place of its bite.
Senses darkvision 60 ft., passive Perception 14
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Languages Common, Ghoul Hit: 10 (2d4 + 5) piercing damage.
Challenge 5 (1,800 XP) Greataxe (aka Sidesplitter). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage.
Dark Devotion. The ghoul berserker has advantage on saving Sidesplitter does an additional 3 (1d6) slashing damage to
throws against being charmed or frightened. monstrosities.
Psychic Feast. The ghoul berserker can feed for 1 minute on a Cannibalize (1/Day). The ghoul berserker consumes a portion
humanoid or monstrosity corpse with flesh at least 24 hours of humanoid flesh it carries or from a humanoid corpse
dead to absorb some of the lingering traces of memory and within 5 feet. When it does so, it gains 5 temporary hit
knowledge that the creature possessed in life. This adds a +1 points that last for 1 hour. As long as it has these temporary
bonus on a skill of the berserker’s choice that the creature hit points, it has advantage on Constitution saving throws.
was proficient in. The ghoul berserker gains only one bonus
from any given corpse. At the GM’s discretion, a particularly Howl of Lunacy. The ghoul berserker unleashes a terrifying
ancient corpse might grant a larger bonus or a bonus to more howl. Up to four creatures of its choice within 60 feet that
than one skill. The ghoul berserker can maintain three separate hear it must each succeed on a DC 14 Wisdom saving throw
bonuses. If it uses this trait when it already has the maximum or become magically frightened for 1 minute. Each frightened
number of bonuses, the ghoul berserker must forget one of creature makes another saving throw at the end of each of
the current bonuses in order to replace it with one from the its turns, ending the condition on itself on a success. The
new corpse. ghoul berserker can’t choose the same creature again until it
finishes a long rest..
Grave Nose. The ghoul berserker has advantage on Wisdom
(Perception) checks that rely on smell to notice or recognize
corpses, decaying things, meat, and undead creatures.
REACTIONS
Vengeful Strike. When the ghoul berserker takes damage from
Inured to Disease. The ghoul berserker is immune to
a creature that is within 5 feet of him, the ghoul berserker can
nonmagical diseases and has advantage on saving throws
use its reaction to make a melee weapon attack against that
against magical diseases.
creature.
Reckless. At the start of its turn, the ghoul berserker can gain
advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of its
next turn.
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Giant Eel of R’lyeh
This mighty eel is 20 feet long and as big around
as a tree trunk, with a gaping mouth that opens to
reveal a second set of toothy jaws deep in its throat.
Its wrinkled, mottled flesh is covered in slick mu-
cous flecked with sand. Shifting, milky eyes betray
an alien intelligence that grew and festered in the
ancient sunken cities of the deep ones.
Hold Breath. While out of water, the eel can hold its breath
for 30 minutes.
Innate Spellcasting. The eel’s innate spellcasting ability is
Charisma (spell save DC 11). The eel can innately cast the
following spells, requiring no material components:
At will: detect magic
2/day each: blur, mist of R’lyeh (SPCM 109)
Water Breathing. The eel can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 13 (2d8+4) Piercing damage plus 10 (3d6)
poison damage. If the target is a creature, it is grappled by
the eel’s internal secondary set of jaws (escape DC 16).
Until this grapple ends, the target is restrained and the eel
can’t use its bite on another target. Any bite attack the eel
makes against the grappled target automatically hits.
Regurgitate (Recharge 5-6). Ranged Weapon Attack: +3
to hit, range 5/15 ft., one creature. Hit: 11 (2d10) acid
damage and the target is restrained for 1 round. The target
must succeed on a DC 13 Constitution saving throw or
become poisoned for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. The eel cannot use this attack
if it has a creature grappled in its mouth.
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Giant Hermit Crab Giant Hermit Crab
This man-sized hermit crab protrudes from a gigantic Medium beast, unaligned
snail’s shell, scabrous with the parasites of the abyss.
It surveys its surroundings with two beady eyes like Armor Class 14 (natural armor)
great black pearls, devoid of reason or emotion. Hit Points 16 (3d8 + 3)
Keeping its smaller claw close, it brandishes its
mighty vice-like pincer as both shield and weapon, Speed 25 ft.
ready to draw it back in an instant and seal itself in a STR DEX CON INT WIS CHA
fortress of its own making. 12 (+1) 10 (+0) 13 (+1) 1 (-5) 9 (-1) 4 (-3)
Skills Stealth +2
Senses blindsight 30 ft., passive Perception 9
Languages –
Challenge 1/2 (100 XP)
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8+1) bludgeoning damage.
Reactions
Shell Defense. When targeted with a melee attack, the
hermit crab can withdraw into its shell as a reaction, adding
4 to its AC and gaining resistance to bludgeoning, piercing,
and slashing damage from nonmagical attacks that aren’t
adamantine. While in its shell, the hermit crab’s speed is 0
and the only action it can take is to emerge from its shell as
a bonus action. It can reemerge from its shell at any time,
even on another creature's turn.
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Gibbering
Mouthling
The process by which gibbering mouthers reproduce No more than a few feet in diameter, this shiny
is understandably shrouded in mystery and specula- mass of irregularly formed slime is covered with
tion. Few creatures can stay in their presence long dozens of small mouths and partially formed,
enough to observe whatever mating habits they may lidless eyes searching for prey. One large, toothy
have. Because of their solitary nature, it is believed mouth opens so wide that the creature seems on
that they spawn progeny via budding, much like the the verge of turning inside out.
slimes they superficially resemble. The presence of
nests of mouthlings lends credence to this theory.
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Gnorri Chieftain
Over one thousand years ago, Tsathoggua lured an has rendered them impervious to cold and hardier
errant tribe of gnorri out of the Dreamlands. They than their cousins on distant worlds.
crossed the Plains of Leng and settled on Yuggoth In the years since their arrival, the gnorri have
in the Great Slime Sea, where the Great Old One developed a tribal culture in the depths of Thog’s
blessed them for being his most devoted and zealous methane oceans, devoted to the Two-Tongued Man,
servants. For centuries, the gnorri flourished and and are led by resourceful chieftains who must
their numbers swelled. protect their communities while maintaining a good
When Tsathoggua fled Yuggoth, his gnorri servants relationship with their new god and his minions.
became depressed and aimless; many died in mass Their devotion to this avatar of Nyarlathotep is abso-
cult suicides, and some grew catatonic and never lute, for without his grace the gnorri of Thog would
moved again. In the tribe’s lowest moments, they soon perish.
received a vision of the Two-Tongued Man, an avatar
of Nyarlathotep, wherein he offered them a new
home and a new purpose on Yuggoth’s moon, Thog. This amphibious being’s newt-like head is nearly
The remaining gnorri accepted, and the Two-Tongued twice the size of most others of its species, and
Man transported them to the moon, where he its long, tapering body contains thicker scales. Its
changed their physiology to enable them to thrive in several arms hold a number of sharp spears and a
the inhospitable environment. The Two-Tongued Man shield crafted from dentoid coral.
Skills Deception +7, Insight +7, Survival +10, Yog-Sothoth- Four Arms. The gnorri chieftain cannot manifest a fourth
ery +7 arm.
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Gnorri Cultist
As the Two-Tongued Man, Nyarlathotep favors ser-
vants with little advanced education, limited ambi-
tion, short lifespans, and complete dedication to his
mechanisms. His cult is fiercely devoted, believing
that only with the Two-Tongued Man’s blessings can
one survive in the harshest environments like the
methane seas of Thog. The cultists are more open
than many other cults and will do what they can to
indoctrinate less advanced sentient species to the
Divine Words of the Tongues. The Two-Tongued
Man’s cultists do tend to distrust more advanced
intelligences, however, and will avoid sharing the
details of their faith with outsiders who could threat-
en their mission to expand their god’s influence.
Skills Deception +8, History +6, Insight +8, Medicine +8, Two Arms. The gnorri cultist gets a +1 bonus on Strength-
Yog-Sothothery +11 based weapon damage rolls..
Damage Immunity cold Three Arms. The gnorri gets no bonus or penalty.
Senses darkvision 60 ft. (120 ft. underwater), passive Four Arms. The gnorri cultist takes a –1 penalty to
Perception 15 Constitution saving throws but can make four eldritch
blast attacks instead of three on it turn.
Languages Common, Gnorri
Challenge 6 (2,300 XP) Actions
Multiattack. The gnorri cultist makes three attacks with its
Amorphous Physiology. The gnorri cultist can move
eldritch blast.
through spaces as narrow as 5 feet wide without
squeezing. It can squeeze through spaces as narrow as 2 Claw. Melee Weapon Attack: +7 to hit, one target. Hit: 7
feet wide. In addition, it can’t be harmed by water pressure. (1d6+4) slashing damage.
Amphibious. The gnorri cultist can breathe air and water. Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft.,
one target. Hit: 5 (1d10) force damage.
Innate Spellcasting. The gnorri cultist’s innate spellcasting
ability is Charisma (+8 to attacks, spell save DC 16). It can
innately cast the following spells:
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Grasping Claw
Grasping Claws are sometimes summoned by power-
ful dark magics dedicated to the Outer God, Yog-So-
thoth. They are often called upon to drag sacrifices
through dimensional portals at the mad and unknow-
able will of Yog-Sothoth and His greatest sorcerers.
Without any true intelligence of their own, these
transdimensional kidnappers are predictable in com-
bat but still extremely difficult to escape from without
magical protection.
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Grey
Many names exist for greys on the many different
worlds that they have visited. These little grey men
are servants created by the mi-go and given due
intelligence to carry out research and their position
as mouthpieces in service of their creators. They are
brilliant scientists in their own right, though their
willpower and ability to self-identify are limited to
prevent them from ever having the idea to rise up
against the mi-go.
Grey
Imbued genetically with psionic powers, greys are
dangerous foes capable of dealing with threats from
numerous planets and confusing their captives with
illusions meant to placate and distract them. They
are, however, quite weak and avoid physical confron-
tation whenever possible.
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Grey, Scientist
Some greys are born with greater psionic and mental
capacity than others and these often become leaders
of scientific research groups in command of their
lesser kin. Spotting a more powerful grey is usually
easy, as their heads tend to be larger, with noticeable,
pulsing purple veins running along their craniums.
In and out of combat, their psionics exceed others
of their race and they avoid direct confrontation,
staying out of sight and turning their enemies against
each other through psionic manipulations and illu-
sions. If forced to fight directly, they use their Psychic
Lash to weaken all nearby opponents before focusing
on the most physically challenging enemies with
eldritch blasts.
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Gyslauger
Appearing to be a humanoid figure made of
shadow, the entity undulates rather than walks.
Its overlong arms end in sharp claws. Its face and
features are blurred and indistinct, until its gaze
falls upon you, and you see its horrifying visage.
Aura Feeders
Originating from somewhere in the Deep
Ethereal Plane, gyslaugers venture onto the
Prime Material Plane in search of a host. They
are drawn to those with great psychic poten-
tial and feed off the growing strength of those
individuals. Rarely, gyslaugers choose experi-
enced practitioners as hosts, but often quickly
abandon them in favor of easier prey.
Auric Possession
Once a suitable host is found, the gyslauger
attempts to integrate itself into the target’s
psychic aura. Since the gyslauger is
vulnerable during this period, it inte-
grates slowly in order to avoid drawing
attention to its presence. Once fully
attached, the gyslauger begins to feed
on the host’s experiences and drain its
abilities.
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be seen by any means, including magical. An attached
Gyslauger gyslauger can only be detected by its host, or by those who
Medium monstrosity, neutral evil might recognize the host’s changed behavior or reduced
ability scores. Each day, when an ability score is reduced,
Armor Class 11 (unattached, otherwise host’s AC) the host can make a DC 16 Wisdom (Insight) check. If
Hit Points 90 (20d8) successful, the gyslauger’s presence is detected. Other
individuals who notice the host’s reckless or changed
Speed 0 ft., fly 30 ft. (hover) behavior can also make a DC 15 Wisdom (insight) check
STR DEX CON INT WIS CHA to detect the alien presence. Casting detect evil does not
automatically reveal the gyslauger’s presence, but allows
7 (-2) 13 (+1) 10 (+0) 10 (+0) 17 (+3) 12 (+1)
the caster to make their Wisdom (Insight) check with
Damage Resistance acid, fire, lightning, bludgeoning, advantage.
piercing, and slashing from nonmagical attacks Damage Transfer. While it is attached, the gyslauger takes
Damage Immunities cold, necrotic, poison only half the damage dealt to it while the host receives the
other half and vice versa.
Damage Vulnerabilities thunder, radiant
Forced Detachment. Once detected, the gyslauger’s host
Damage Immunities cold, thunder can attempt to forcibly detach it. This requires a contested
Condition Immunities charmed, exhaustion, frightened, Wisdom ability check against the gyslauger. A successful
grappled, paralyzed, petrified, poisoned, prone DC 18 Intelligence (Arcana or Nature) check by the host or
an observer identifies the gyslauger, and grants advantage
Senses darkvision 30 ft., passive Perception 15 on the host’s Wisdom ability check. On a success, the
Skills Hide +5 gyslauger is detached from the host, but the host is
knocked prone and is stunned for 1d4 turns. On a failure,
Languages Telepathy 60 ft.
the host is stunned for 1d4 hours, and cannot make
Challenge 6 (2,300 XP) another detachment attempt for 24 hours. Once detached,
the gyslauger becomes visible again and can be attacked,
Amorphous. The gyslauger can move through a space as but in most cases, it simply uses its Planar Travel action to
narrow as 1 inch wide without squeezing. return to the Ethereal Plane.
Shadow Stealth. While in dim light or darkness, the Spawn. Sated gyslauger return to the Deep Ethereal Plane
gyslauger can take the Hide action as a bonus action. to reproduce by splitting into 1d4+1 identical spawn.
Auric Drain. While attached to its host, the gyslauger
absorbs its experiences and abilities. An infected host Actions
earns only 50% of their normal XP awards, with the Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
remainder absorbed by the gyslauger. In addition, the target. Hit: 9 (2d6 + 2) slashing damage.
gyslauger drains its host of 1 point of Intelligence,
Wisdom, or Charisma per day. The GM should choose Aura Strafe (Recharge 5-6). The gyslauger takes a Dash
which of these abilities is most important to the victim action, making a claw attack as it moves past a target. It
(Intelligence for wizards, Wisdom for clerics or paladins, must move at least 20ft, attack, then move at least another
Charisma for sorcerers or bards, etc.), and have the 20ft.
gyslauger target that ability. When the chosen ability is Auric Attachment. The gyslauger requires an uninterrupted
reduced to zero, the host is considered Stunned until hour to integrate with the host’s aura, during which
the ability is restored to at least 1. Once it has reduced the gyslauger is considered restrained. This is usually
the chosen ability to zero, the gyslauger is sated. It then attempted when the gyslauger’s target is asleep,
detaches and uses its Planar Travel action to return to the unconscious, or otherwise unaware. At the end of the hour,
Deep Ethereal Plane to reproduce. Lost ability scores are both the host and the gyslauger must make a contested
restored at a rate of 1 point per long rest, or can be fully Wisdom ability check. The gyslauger makes its Wisdom
restored by greater restoration. ability check with advantage, and the attachment attempt
Risky Behavior. The gyslauger also gains sustenance by does not awaken a sleeping target. If it wins the contest,
encouraging its host to engage in rash or risky acts that the gyslauger has attached itself to the host. If the host
may appear strange or out of character. If presented with wins, the gyslauger has failed to attach itself and must take
an opportunity to engage in a hazardous or impulsive act another hour to try again if it chooses. If the target was
(such as rushing into combat, making a highly dangerous asleep, the failed attempt awakens them after frightening
jump, pet a wild animal, etc.), an infected creature must nightmares. If the target returns to sleep, the gyslauger
succeed on a DC 15 Wisdom saving throw to avoid taking will again attempt to attach. Once attached, the gyslauger
the action. If necessary, the GM may make this roll for the can use Auric Drain to feed on its victim. It can detach
individual in secret. voluntarily at any time..
Nimbus Camouflage. Once it has attached itself to a Planar Travel. A detached gyslauger can travel between the
victim, the gyslauger becomes invisible and cannot Deep Ethereal and the Prime Material Plane.
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Half-Elf
Warlock Rogue
Shunned by elves and rejected by humans, half-
elves—especially those skilled in magic—often turn
their backs on both societies and seek out lives as
adventurers. Such a career is never easy, though
it provides companionship with others of like
mind and some degree of freedom from the daily
prejudices and frustrations of mundane existence.
Adventurers are likely to pick up at least some
larcenous or extra-legal skills along the
way, so roguish abilities
are quite common, espe-
cially among the graceful
and dexterous half-elves.
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High Priest of Light
An experienced official who leads an entire temple of
good-aligned light worshippers, the high priest is also a
frequent visitor to the Dreamlands, where the gods of
light can more easily commune with their most devoted
followers. High priests serve as healers to their commu-
nities and also as intermediaries, who can carry the gods’
messages to the common folk.
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Hulking Proto-
Shoggoth
Hulking Proto-Shoggoth. Larger and more pow-
erful than typical proto-shoggoths, these destructive
oozes were more common in prehistoric times when
proto-shoggoths had larger prey to feed on and larger
skins to inhabit.
When attempting to control a hulking proto-shog-
goth with a proto-shoggoth twsha (SPCM 130), the
DC is 18 to maintain control and 20 to re-establish
control.
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the creature escapes and enters a space of its choice
Hulking Proto-Shoggoth within 5 feet of the hulking proto-shoggoth. A creature
Large ooze, chaotic evil within 5 feet of it can also attempt to pull an engulfed
target free in the nearest unoccupied space as an action.
Armor Class 14 Doing so requires a successful DC 16 Strength (Athletics)
Hit Points 138 (12d10 + 72) check, and the creature making the attempt takes 7 (2d6)
acid damage.
Speed 30 ft., climb 30 ft., swim 30 ft.
The hulking proto-shoggoth can hold one Medium or two
STR DEX CON INT WIS CHA smaller creatures inside it at a time.
24 (+7) 18 (+4) 23 (+6) 6 (–2) 19 (+4) 9 (–1) Keen Smell. The hulking proto-shoggoth has advantage on
Wisdom (Perception) checks that rely on smell.
Saving Throw Cha +3
Magic Resistance. The hulking proto-shoggoth has
Skills Deception +3
advantage on saving throws against spells and other
Damage Resistances bludgeoning, fire, piercing, slashing, magical effects.
thunder
Regeneration. The proto-shoggoth regains 10 hit points at
Damage Immunities acid, cold the start of its turn if it has at least 1 hit point.
Condition Immunities blinded, deafened, exhaustion, Spider Climb. The proto-shoggoth can climb difficult
prone, stunned surfaces, including upside down on ceilings, without
needing to make an ability check.
Senses darkvision 60 ft., passive Perception 14
Languages Aklo, Common Actions
Challenge 10 (5,900 XP) Multiattack. The hulking proto-shoggoth makes two
attacks with its pseudopods.
Amorphous. The hulking proto-shoggoth can move
through a space as narrow as 6 inches without squeezing. Pseudopod. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage
Explosive Ambush. When it attacks while masquerading
and 7 (2d6) acid damage and a Medium or smaller target
in a stolen skin, the hulking proto-shoggoth rips out of
is grappled (escape DC 16). Until this grapple ends, the
the skin explosively, destroying the skin, as part of rolling
target is restrained and can’t breathe or speak, and the
initiative. It has advantage on its initiative roll when it
proto-shoggoth can’t grapple another target.
begins combat this way. It also has advantage on attack
rolls in the first round of combat when it begins combat Masquerade. The hulking proto-shoggoth hollows out
this way. and inhabits the skin of a dead Large creature within 5
feet. If the corpse is no more than a few hours dead (or
Consumption. The hulking proto-shoggoth can consume
preserved in equivalent condition), the hulking proto-
creatures whole, engulfing them in its protoplasm. An
shoggoth can use it to pass as the original creature with an
engulfed creature is blinded, restrained, can’t breathe, has
additional +10 bonus on its Charisma (Deception) check.
total cover against attacks and other effects outside the
If the corpse has been dead for longer than a few hours
creature, and takes 14 (4d6) acid damage at the start of
but still has intact skin, the hulking proto-shoggoth can
each of the hulking proto-shoggoth’s turns.
only effectively masquerade as an undead version of the
An engulfed creature can try to escape by using its action creature.
to make a DC 16 Strength (Athletics) check. On a success,
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Human Paladin
Though paladins can be of any alignment, repre-
senting gods both good and evil, it is the lawful good
paladin, clad in shining armor and bearing the sigil of
lawful good that most people associate with the title.
In a cosmos where the Old Ones lurk in the shadows,
and even the most innocuous of locations may hide
evil cults or mad killers, the services of paladins are
often needed desperately, making a holy warrior’s
task demanding indeed.
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Innate Spellcasting (Psionics). The hunting horror-bound
Hunting Horror Bound Eremite eremite’s innate spellcasting ability is Wisdom. They can
Huge aberration, chaotic evil innately cast the following spells, requiring no components
Armor Class 18 (natural armor) At will: plane shift (self only), teleport (self only)
Hit Points 207 (18d12 + 90) Spellcasting. The hunting horror-bound eremite is an 18th-
Speed 40 ft., fly 70 ft. (hover) level spellcaster. Their spellcasting ability is Wisdom (spell
save DC 19, +11 to hit with spell attacks). The hunting horror-
STR DEX CON INT WIS CHA bound eremite has the following druid spells prepared:
25 (+7) 20 (+5) 21 (+5) 17 (+3) 21 (+5) 20 (+5) Cantrips (at will): druidcraft, guidance, poison spray, produce
flame, resistance
Saving Throws Int +9, Wis +11 1st level (4 slots): detect magic, fog cloud, lethargy of
Skills Arcana +9, Perception +11, Yog-Sothothery +11 Tsathoggua (SPCM 106)
Damage Vulnerabilities radiant 2nd level (3 slots): flaming sphere, gust of wind, heat metal,
Damage Resistances psychic; bludgeoning, piercing, and hold person, spider climb, spike growth
slashing from nonmagical attacks that aren’t adamantine 3rd level (3 slots): dispel magic, lightning bolt, meld into
stone, protection from energy, wind wall
Damage Immunities lightning, poison
4th level (3 slots): blight, confusion, polymorph, stone shape,
Condition Immunities charmed, frightened, poisoned, prone wall of fire
Senses darkvision 120 ft., passive Perception 15 5th level (3 slots): conjure elemental, insect plague, passwall,
Languages Aklo, Common, telepathy 300 ft. transport to YondoSPCM, wall of stone
Challenge 18 (20,000 XP) 6th level (1 slot): move earth
7th level (1 slot): fire storm, reverse gravity
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8th level (1 slot): earthquake target. Hit: 23 (3d10 + 7) piercing damage. If the target
9th level (1 slot): shapechange, storm of vengeance is a Large or smaller creature, it must succeed on a DC
Bound-Soul Resurrection. If the hunting horror-bound 17 Strength or Dexterity saving throw (target’s choice)
eremite has more than 1 hit point and suffers an attack or be swallowed by the hunting horror-bound eremite’s
that would reduce them to 0 hit points, they instead lose symbiont. A swallowed creature is blinded and restrained,
half of their remaining hit points (rounded up) unless the has total cover against attacks and other effects outside
hit point loss was the result of a spell or effect that can the hunting horror-bound eremite, and takes 21 (6d6) acid
affect multiple creatures. damage at the start of each of the hunting horror-bound
Gestalt Body. The hunting horror-bound eremite has eremite’s turns.
advantage on Wisdom (Perception) checks and on saving If the hunting horror-bound eremite takes 30 damage or
throws against diseases, poisons, and being blinded, more on a single turn from attacks made inside them, they
deafened, possessed, stunned, and knocked unconscious. must succeed on a DC 20 Constitution saving throw at
Magical Attacks. The hunting horror-bound eremite’s the end of that turn or regurgitate all swallowed creatures,
weapon attacks are magical. which fall prone in a space within 10 feet of her. If they
Magic Resistance. The hunting horror-bound eremite die, a swallowed creature is no longer restrained by the
has advantage on saving throws against spells and other eremite and can escape from the corpse by using 20 feet
magical effects. of movement, exiting prone.
Mucus. The hunting horror form of the hunting horror- Constrict. Melee Weapon Attack: +13 to hit, reach 20 ft.,
bound eremite’s eremite symbiont constantly weeps one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the
thick, foul mucus. When they land on a surface or end target is a Large or smaller creature, it is grappled (escape
their turn without moving, the mucus swiftly spreads out DC 17). Until the grapple ends, the target is restrained,
in a 15-foot-radius circle on any solid surface directly and the hunting horror-bound eremite can’t constrict
below them. The surface is difficult terrain until the mucus another target.
hardens after 1 minute. When a creature other than a Telepathic Barrage.. The hunting horror-bound eremite
hunting horror or the hunting horror-bound eremite first psychically torments a target creature they can see within
enters the mucus or begins its turn on the mucus, the 90 feet, which must make a DC 19 Wisdom saving throw.
creature must succeed on a DC 15 Strength saving throw On a failed save, it takes 21 (6d6) psychic damage, is
or become restrained. Creatures stuck in the mucus can stunned until the start of the hunting horror-bound
take an action to move themselves 5 feet, or another eremite’s next turn, and automatically succeeds on saving
creature within reach can move them 5 feet as an action. throws against the hunting horror-bound eremite or any
Regeneration. The hunting horror-bound eremite regains other hunting horror’s telepathic barrage for 24 hours.
20 hit points at the start of their turn if they have at least On a successful save, it takes half as much damage and its
1 hit point. speed is reduced by 10 feet until the start of the hunting
Shared Consciousness. Through their symbiont, the horror-bound eremite’s next turn.
hunting horror-bound eremite is connected to all other
hunting horrors. Other hunting horrors in the same Legendary Actions
combat act on their initiative count.
The hunting horror-bound eremite can take 3 legendary
Sunlight Weakness. While in sunlight, the hunting horror-
actions, choosing from the options below. Only one
bound eremite has disadvantage on attack rolls, ability
legendary action can be used at a time and only at the
checks, and saving throws.
end of another creature’s turn. The hunting horror-bound
Void Sight. Magical darkness doesn’t impede the hunting eremite regains spent legendary actions at the start of
horror-bound eremite’s vision. their turn.
Cast a Cantrip. The hunting horror-bound eremite casts a
Actions cantrip.
Multiattack. The hunting horror-bound eremite can use
Cast a Spell (Costs 3 Actions). The hunting horror-bound
their Telepathic Barrage. They then make two attacks: one
eremite casts a prepared spell, using a spell slot as normal.
with their bite and one to constrict.
Detect. The hunting horror-bound eremite makes a
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Wisdom (Perception) check.
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New Action: Slam. Melee Weapon Attack: Attack
Kaiju bonus equals 4 + the creature’s Strength, Dexterity, or
Charisma modifier, whichever is highest, reach 10 ft.,
A beast, giant, or humanoid of Huge size or smaller can
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
become a kaiju. It must have a brain and an Intelli-
gence score of at least 8. It keeps its statistics, except
as follows.
Stalwart
Challenge. The creature’s challenge rating increases Heavily armored with sensory arrays on all sides, the
to 6 or their current rating increases by 2, whichever is stalwart kaiju moves with a disconcertingly liquid gait
higher. that can bypass most obstacles natural or otherwise. Its
Size. Kaiju can be Huge or smaller. domelike central mass is supported and propelled by
Type. The creature is a construct. countless metalo-organic pseudopods whose telescopic
Hit Points. The kaiju’s Hit Dice are d12s; recalculate properties allow it to engage creatures at a distance.
the creature’s hit points if necessary. If it had fewer Armor Class. The stalwart kaiju’s armor class is
than 18 Hit Dice, it instead has 18 Hit Dice. 19.
Speed. The kaiju’s base walking speed is 35 feet. Ability Scores. Strength is 20, Dexterity 8, and
Damage Resistances. The kaiju gains resistance to Constitution 18. It retains the pilot brain’s other
cold, lightning, poison, and radiant damage. ability scores.
Condition Immunities. The kaiju gains immunity New Trait: Freedom of Movement. The stalwart
to the exhaustion, paralyzed, petrified, and poisoned ignores difficult terrain, and magical effects can’t
conditions. reduce its speed.
Senses. The kaiju has darkvision to 60 feet. New Trait: Toss. If the stalwart hits the same tar-
Traits. Unless otherwise specified, the kaiju loses all get with at least two tentacle attacks on its turn and
class and racial traits that rely on its previous physical the creature is Large or smaller, it may use a bonus
body, including the ability to cast spells with verbal or action to throw the target 20 feet away from it. The
somatic components. thrown creature takes 7 (2d6) bludgeoning damage
New Trait: Death Throes. When the kaiju is reduced and is knocked prone.
to 0 hit points, it explodes. Each creature within 30 New Trait: Reactive. The stalwart can use a reac-
feet of it must make a DC 16 Dexterity saving throw, tion once during each creature’s turn in combat.
taking 44 (8d10) radiant damage and 18 (6d6) piercing Multiattack. The stalwart makes three attacks
damage on a failed save, or half as much damage on a with its tentacle per turn.
successful one. New Action: Tentacle. Melee Weapon Attack: At-
tack bonus equals 4 + the creature’s Strength, Dexter-
ity, or Charisma modifier, whichever is highest, reach
Chassis 20 ft., one target. 14 (2d8 + 5) bludgeoning damage.
There are three distinct chassis designs for the kaiju: If the target is a Medium or smaller creature, it is
Eldritch, Stalwart, and Rover. Each design has its own grappled (escape DC 15). Until the grapple ends, the
unique features as outlined below. target is restrained.
Eldritch Rover
Slender, with fully articulated appendages, the eldritch The rover is purpose-built for reconnaissance, maxi-
is the most humanoid of the three chassis, sacrificing mum maneuverability, and service as a battlefield irri-
a portion of its armor and durability to allow the brain tant to its enemies. Its lower half is constructed of five
of a caster to retain the use of its spells and spell-like equally spaced legs, each ending in a pad of prehensile
abilities (unlike the stalwart and rover). Its appendages tentacles that allow it to scale any surface. An omni-
are fully articulated for somatic components and it can directional sensor array sprouts from the center of its
voice the nuances and inflections of any language. The body mass, giving it excellent combat awareness.
Elder Sign etched into its thorax serves equally well as Armor Class. The rover’s armor class is 18.
an arcane or divine focus. Speed. The rover’s walking speed is 45 ft
Armor Class. The eldritch kaiju’s armor class is 15. Ability Scores. Strength 14, Dexterity 20, and
Speed. The eldritch kaiju has a climbing speed of 30 Constitution 16. It retains the pilot brain’s other
ft. ability scores.
Ability Scores. Strength 18, Dexterity 13, and New Trait: Heightened Senses. The rover has
Constitution 16. It retains the pilot brain’s other ability advantage on Perception checks.
scores. New Trait: Evasion. When the rover is subjected
Trait: Eschew Components. Spells cast by the to an effect that allows it to make a Dexterity saving
eldritch kaiju do not require material components. throw to take only half damage, it instead takes no
Trait: Atomic Conduit. Spells cast by the eldritch damage if it succeeds on the saving throw, and only
kaiju deal an additional 13 (2d12) radiant damage. half damage if it fails.
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New Trait: Sneak Attack (1/Turn). The rover
deals an extra 28 (10d6) damage when it hits a target
with a weapon attack and has advantage on the
attack roll, or when the target is within 5 feet of an
ally of the rover that isn’t incapacitated and the rover
doesn’t have disadvantage on the attack roll.
New Trait: Spider Climb. The rover can climb
difficult surfaces, including upside down on ceilings,
without needing to make an ability check.
New Action: Bite. Melee Weapon Attack: Attack
bonus equals 4 + the creature’s Strength, Dexterity, or
Charisma modifier, whichever is highest, reach 5 ft.,
one target. 18 (2d12 + 5) piercing damage.
Innate Casting. The rover can mimic the follow-
ing spells via technological means. Its spellcasting
ability is Intelligence. The following spells require no
components.
3/day each: grease, mist of r’lyeh (SPCM 109), pass
without trace
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Kicker
Kickers are yet another horrible mi-go experi-
ment gone very wrong. A disregarded attempt to
amalgamate eldritch machinery with living tissue,
both this creature and its brother, the biter, lack any
true purpose. Moreover, its mind has been shattered
by the crude science that created it, and its feral
nature drives it to relentlessly attack any creatures
that it encounters, other than its fellow failed
experiments.
In combat, it attacks like a wild animal,
constantly sprinting and using its tentacle
to surprise its prey and trip them. Once a
creature is knocked prone or restrained by a
biter, the kicker will brutally stomp on what
it believes are vital organs until it is certain its
target is dead.
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Lloigor,
Dracoform
Lloigor are the progeny of a god-like cosmic being In a direct conflict, a lloigor takes a corporeal form
that was the son of Hastur, the King in Yellow. Lloigor that vaguely resembles a hideous, wingless dragon. It
are vortices of living psychic power and are entirely prefers to use its psychic powers to turn its enemies
invisible unless they deign to become physical, in against themselves and revels in watching families
which case they take the form of a giant serpent-like tear each other apart. Beyond its ability to dominate
being. They are worshiped as gods themselves, often a creature’s mind, the lloigor’s telekinesis and its
because they have psychically enslaved the races mighty claws and teeth make it as deadly as any apex
around them and physically transformed them into predator. Some lloigor truly do rival the power of
thralls. Lloigor often grow bored of their own im- lesser gods in the order of cosmic chaos.
mortality, invading and twisting others’ dreams and
memories to provide entertainment and distractions This massive creature has a long, serpentine body
for themselves. (Yiggub in particular maintains its accented by oozing green pustules and protected
physical form, preferring to die rather than end the by heavy scales that seem to reflect light. From
battle by becoming insubstantial, though if attacked, the top of its whip-like physique sprout bony
it fights to defend itself with all its power.) spikes, and from the sides of its tails extend six,
Lloigor try to avoid driving lesser sentient beings three-clawed arms of varied lengths. It possesses
mad when making psychic contact with them, so long eight yellow eyes, four on either side of its head,
as the conversation proves to be at least temporarily and its grotesque almost-humanoid mouth is
entertaining. However, once a lloigor perceives that it crammed full of large, flat, yellowed teeth.
has been wronged, such as by an unwanted intrusion
or a boring conversation, it will never stop seeking
revenge until it has destroyed the mind and soul of
the creature that roused its ire.
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lloigor’s control and can’t take reactions, and lloigor and
Lloigor, Dracoform the target can communicate telepathically with each other
Huge aberration, neutral evil over any distance.
Armor Class 19 (natural armor) Whenever the charmed target takes damage, the target
can repeat the saving throw; on a success, the effect ends
Hit Points 225 (18d12 + 108) and the lloigor may not use Enslave on the same target for
Speed 20 ft., fly 80 ft., swim 80 ft. one hour. If the target remains charmed by the lloigor for
longer than 24 hours, that creature transforms into a thrall
STR DEX CON INT WIS CHA (see Lloigor Thrall template, page 53) and can only return
23 (+6) 10 (+0) 22 (+6) 22 (+6) 18 (+4) 23 (+6) to its original form and be freed from the lloigor’s control
if the lloigor wills it so. If the lloigor dies, the thrall also
Saving Throws Dex +5, Con +11, Wis +9 dies and cannot be revived by any means short of a wish
Skills Insight +14, Perception +9, Yog-Sothothery +14 spell or divine intervention.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one ◊ A methane current appears at a point within 30 feet of
target. Hit: 15 (2d8+6) bludgeoning damage, and the the lloigor that it can see and lasts until the lloigor takes
target is grappled and restrained (escape DC 16). another lair action. The current is 10 feet wide and 60
feet long. Moving against the current halves a creature’s
Enslave (3/Day). The lloigor targets one creature it can speed, while moving with the current doubles a crea-
see within 60 feet. The target must succeed on a DC 16 ture’s speed. Creatures without a swimming speed who
Wisdom saving throw or be magically charmed by the enter the current or start their turn there must make a
lloigor until the lloigor dies or is on a different plane of successful DC 16 Strength (Athletics) check; on a failed
existence from the target. The charmed target is under the check, their movement speed is reduced to 0 until the
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end of their turn and they are pushed backward 30 feet ◊ Pervasive Lassitude. While within the lloigor’s cav-
toward the end of the current. ern, creatures cannot reduce their levels of dread by
◊ A cloud of jet-black ink swirls about in a 20-ft radius non-magical means.
sphere centered on a point the lloigor can see with- ◊ Obscuring sediment. A cloud of churning sediment lifts
in 120 feet of it. The cloud spreads around corners. from the ground, filling a 20-foot sphere of liquid. The
Each creature in the cloud must succeed on a DC 15 cloud forms over 1d4 rounds, and once dismissed dis-
Constitution saving throw or be blinded for 1 minute. A perses over the same time period. The cloud is heavily
creature can repeat the saving throw at the end of each obscured and difficult terrain.
of its turns, ending the effect on itself on a success. ◊ Rockslides. Rocks, pebbles, and detritus are precarious-
ly balanced high on the walls throughout the cavern.
Regional Effects Creatures near the walls or moving between rooms risk
The entirety of the cavern system is considered the placing themselves in harm’s way. The rocks are not
lloigor’s lair and it has near perfect control over objects large enough to inflict damage, though they can impede
within. The control gives it a limited form of omniscience progress or alert nearby creatures of stealthy intruders;
as it “reads” the movements of even the smallest grain creatures have disadvantage on Stealth checks in prox-
of sand to detect intruders. As a result, the lloigor knows imity to the walls and if a creature uses a Dash action or
the location of the party at virtually all times and uses its is hit by an attack while adjacent to a wall, it creates a
considerable telekinetic abilities to harass them at the 5-ft square of difficult terrain in that space.
most inopportune times. The lloigor has the following
effects at its disposal.
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Mark IX Vigil
The Mark IX Vigil is one of the zepzeg’s newest tech-
nological designs. Though at first glance, they appear
to be armed only with a vibrating blade coursing with
electricity, the android foot soldier is far more danger-
ous than it appears. It proves more than a match for
martial artists from most civilizations. The newest
zepzeg vigil soldier deploys both kinetic and magical
fields that absorb energy and charge the construct’s
more potent weapons. It takes a quick-thinking and
adaptive fighter to realize, before it’s too late, that the
more force they bring down upon the Mark IX Vigil,
the less damage they inflict.
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Martian
Dreamlands Cat
Hailing from the barren deserts of the red planet,
Martian Dreamlands cats’ toughness reflects their
harsh environment. They are powerful leapers, fast
runners, and fierce hunters, making optimal use of
their six limbs. Like other Dreamlands cats, they are
intelligent beasts that pass between the waking world
and the Dreamlands, living complex lives and explor-
ing their worlds with preternatural curiosity.
Senses darkvision 60 ft., passive Perception 13 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Languages Cat, understands but can’t speak one other
language Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
Challenge 1 (200 XP)
Moon Jump (2/Day). If the cat is in the Dreamlands, it
Nine Lives. When killed, the cat’s mind and consciousness can jump from a planet to its moon or other satellites (or
shift reflexively back into a dream form, creating a new vice versa). This movement provokes opportunity attacks
dream body if necessary. It must then rest for 1d3 days in normally, but the flight is supernaturally fast. En route,
the Dreamlands, at which point it can return to the waking the cat is protected within a small demiplane. A group of
world. It can revive itself in this manner up to eight times, four Dreamlands cats can bring a single Small creature
giving it nine lives in all. Resurrections from other methods with them when the group Moon Jumps, while a group of
(such as via a raise dead spell or other powerful magic) do eight Dreamlands cats can bring a single Medium creature.
not count against this limit. When the cat uses Moon Jump to return to a planet or
moon it left via Moon Jump, it returns within 1 mile of
Pounce. If the cat moves at least 20 feet straight toward where it departed that body.
a creature and then hits it with a claw attack on the same
turn, that target must succeed on a DC 12 Strength saving
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Messenger of
Bastet This mummified cat is tightly swathed in spell-
scribed bandages and bears a gold and carnelian
When a feline follower of Bastet dies in battle, it may collar with a scarab amulet. The serene face paint-
be chosen by its goddess for a singular honor—to ed on her linen coverings belies the desiccated
continue to serve her in death. Messengers of Bastet mouth and claws peeking out from her wraps.
resemble mummified and wrapped cats, often with
runes or decorations fancifully painted on their ban-
dages, and decorated with exquisite jewelry. These
messengers act as go-betweens, bearing messages to
and from the goddess, and aiding the heroes of both
the Dreamlands and the waking world in their battles
against Bastet’s enemies, especially the evil Yig and
his serpentine minions. Like Bastet, her messengers
are occasionally amused by individual mortals and
would rather not see them enslaved by the servants
of Yig, or other Old Ones. Like other Dreamlands
cats, messengers of Bastet can move between worlds
with ease and even carry small objects on their
journeys.
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Cat’s Landing. The messenger of Bastet takes no
Messenger of Bastet bludgeoning damage from falling and always land on their
Tiny undead, chaotic neutral feet.
Armor Class 13 (natural armor) Dreamlands Travel. The messenger of Bastet can physically
travel to the Dreamlands via a hidden Gate of Slumber.
Hit Points 59 (17d4 + 17) They instinctively know where the nearest Gate of Slumber
Speed 40 ft., climb 30 ft. is. They can take worn or carried objects smaller than
themselves with them into the Dreamlands.
STR DEX CON INT WIS CHA Evasion. If the messenger of Bastet is subjected to an
3 (−4) 15 (+2) 12 (+1) 11 (+0) 17 (+3) 13 (+1) effect that allows them to make a Dexterity saving throw
to take only half damage, they instead take no damage if
Saving Throws Wis +5
they succeed on the saving throw, and only half damage if
Skills Perception +5, Stealth +4 they fail.
Damage Vulnerabilities fire Keen Smell. The messenger of Bastet has advantage on
Wisdom (Perception) checks that rely on smell.
Damage Resistances bludgeoning, piercing, and slashing
Nine Unlives. If the messenger of Bastet is destroyed,
from nonmagical attacks.
their mind and consciousness instantly return to the
Damage Immunities necrotic, poison Dreamlands, where they re-form in a new undead body
Condition Immunities charmed, exhaustion, frightened, after 1d3 days of rest. They can then return to the waking
paralyzed, poisoned world. They can use this feature up to eight times.
Resurrection magic such as the raise dead spell has no
Senses darkvision 60 ft., passive Perception 15 effect on them..
Languages Common, Cat Undead Fortitude. If damage reduces the messenger of
Challenge 3 (700 XP) Bastet to 0 hit points, they must make a Constitution
saving throw with a DC of 5 + the damage taken, unless
Spellcasting. The messenger of Bastet is a 5th-level the damage is radiant or from a critical hit. On a success,
spellcaster. Their spellcasting ability is Wisdom (spell the messenger of Bastet drops to 1 hit point instead.
save DC 13, +5 to hit with spell attacks). They have the
following cleric spells prepared: Actions
Cantrips (at will): light, resistance, sacred flame, spare the Multiattack. The messenger of Bastet makes two attacks:
dying one with their bite and one with their claws.
1st level (4 slots): bane, inflict wounds, protection from Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
evil and good, sanctuary creature. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6)
2nd level (3 slots): lesser restoration, protection from necrotic damage, and the target must succeed on a DC 11
poison Constitution saving throw or be cursed with mummy rot.
The cursed target can’t regain hit points, and its hit point
3rd level (2 slots): magic circle, remove curse maximum decreases by 7 (2d6) for every 24 hours that
Innate Spellcasting. The messenger of Bastet’s innate elapse. If the curse reduces the target’s hit point maximum
spellcasting ability is Wisdom (spell save DC 13). They to 0, the target dies, and its body turns to dust. The curse
can innately cast the following spells without, requiring no lasts until removed by the remove curse spell or other
material components: magic.
At will: detect evil and good, detect poison and disease, Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
thaumaturgy target. Hit: 4 (1d4 + 2) slashing damage plus 7 (2d6)
1/day each: dream, enhance ability (Cat’s Grace), locate necrotic damage.
creature, pass without trace
1/week each: bestow curse, dream guide (SPCM 101)
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Mi-Go
Mi-go are alien fungal creatures that dwell in many
sectors of space, including the Dark World Yuggoth.
They are known for their extensive expertise with
genetic manipulation and brutal surgeries.
Mi-Go Drone
Mi-go drones are far less advanced than many of
their species and have been genetically modified to
act as a labor force for the mi-go society. While they
are each technically a unique creature, their breeding
has been purposefully designed to limit their intelli-
gence. They are obedient and simple-minded, going
about their tasks efficiently but without much ability
to problem solve should a situation go awry.
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Mi-Go Scholar
Mi-go scholars lack the genetic and magical modi-
fications of the deadlier members of their species
but are just as intelligent as most other mi-go.
They busy themselves with research and learn-
ing as much as they can about a wide variety
of subjects—information they share with their
leaders.
They prefer to avoid combat when possi-
ble, but the flowery blooms that cover their
brainy form provide a dangerous defense
mechanism in the form of hallucinogenic
spores that can cause their attackers to
turn on their allies, or themselves.
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Mi-Go Warlock
Mi-go warlocks are the pinnacle of mi-go
evolution and among their society’s most
powerful members. Their ability to chan-
nel devastating magic to manipulate or
destroy their enemies is contested by few
races and magic-users across the cosmos.
Most warlocks were once of the scholar
caste but no longer busy themselves with
such mundane work as research. They
contemplate the greater mysteries of the
cosmos and actively resent when a situ-
ation calls for them to do something as
distasteful as reveal their true power.
In combat, mi-go warlocks are extreme-
ly intelligent foes who use their allies’ and
environment’s strength in conjunction with
their manipulative magic. They unleash their
most destructive spells only when the perfect
opportunity presents itself, or when they are in
true danger of dying.
Armor Class 14 (natural armor) Innate Spellcasting. The warlock’s spellcasting ability is
Intelligence (spell save DC 17, +9 to hit with spell attacks).
Hit Points 99 (18d8 + 18) It can innately cast the following spells without material or
Speed 10 ft., fly 30 ft. somatic components:
At will: bestow curse, levitate, mage armor, suggestion
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 16 (+3) 17 (+3) 2/day each: charm monster, confusion, disintegrate, hold
person, teleport, wave of oblivion
Saving Throws Int +9, Cha +7
Skills Arcana +9, Insight +7, Medicine +7, Perception +7, Actions
Yog-Sothothery +9 Multiattack. The warlock makes three vine whip attacks.
Damage Resistances fire; damage from spells and magical Vine Whip. Melee Weapon Attack: +6 to hit, reach 20 ft.,
effects one target. Hit: 20 (4d8+2) bludgeoning damage and the
Senses blindsight 30 ft, darkvision 60 ft., passive Percep- target must succeed on a DC 16 Dexterity saving throw
tion 17 or become grappled and restrained (escape DC 16). The
warlock can only restrain up to six targets at any given
Languages Aklo, Common, Mi-Go, and any other 3 lan-
time.
guages
Challenge 12 (8,400 XP) Reactions
Bend Space. When the warlock damages a target with Counterspell. The warlock knows counterspell, which it can
a spell, the target must make a DC 16 Charisma saving cast as a reaction.
throw. On a failed save, the target teleports to an
unoccupied space of the warlock’s choice that it can see
and that isn’t hazardous to the target.
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Naked Ice Borer Icy Ambushers
The glacius rat’s crest is also used in hunting.
Burrowing beneath its prey, the rat heats the ice to
Looking into the blood-soaked hole, you see slush, causing the prey to sink and be torn apart by
something like a rat with grey scales instead of the rat’s razor-sharp teeth. A single glacius rat can
fur. A red, bony crest stretches almost from nose ambush creatures of Medium-size or smaller. A pack
to neck. It looks up, with a chunk of flesh in its of 4-8 glacius rats can attack Huge-sized or smaller
jaws. A fang-filled mouth gives a hissing growl, creatures.
and the crest begins to glow with incredible heat!
It scuttles away, and dives through a wall of ice,
melting a hole with ease like a person would poke
Matriarchal Society
a hole in loose sand. A glacius rat cluster consists of up to fifteen mem-
bers, including a matriarch, the largest and strongest
The glacius rat is a carnivorous rodent-like creature female, who oversees her cluster’s health, leading
that thrives in arctic climes, burrowing through the them on hunts, nursing newborn cubs, caring for the
ice using the heat-generating crest on its head. This injured, and aiding in defense. A matriarch is also
crest sublimates the ice, turning it from solid ice responsible for culling the cluster, removing the old,
directly into water vapor. feeble, and infirm, thus keeping the population down
to prevent starvation. Matriarchs serve until slain by
younger rivals, who then take their place.
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Keen Smell. The glacius rat matriarch has advantage on
Glacius Rat Matriarch Wisdom (Perception) checks that rely on smell.
(Naked Ice Borer Matriarch) Pack Tactics. The glacius rat matriarch has advantage on an
Medium beast, unaligned attack roll against a creature if at least one of the glacius
rat matriarch’s allies is within 5 feet of the creature and the
Armor Class 14 (natural armor)
ally isn’t incapacitated.
Hit Points 16 (3d8 + 3)
Speed 30 ft., burrow 30 ft Actions
Multiattack. The glacius rat makes two attacks: one with its
STR DEX CON INT WIS CHA
claws and one with its bite.
9 (-1) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 6 (-2)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 10 target. Hit: 9 (2d6 + 2) piercing damage.
Languages – Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Challenge 1/2 (100 XP)
Slush Snare. Each turn, a glacious rat matriarch that is
Heated Body (Head). A creature that touches the head of using its burrow movement can melt a 5-foot cube of ice
the glacius rat matriarch or hits it with a melee attack while to a slushy consistency. These melted areas are treated as
within 5 feet takes 7 (2d6) fire damage. quicksand (see DMG, p. 110). Creatures who are restrained
Ice Walk. The glacius rat matriarch can move across and in the slush are then attacked by any nearby glacious rats.
climb icy surfaces without needing to make an ability Creatures trapped in the slush for a number of rounds
check. Additionally, difficult terrain composed of ice or greater than their Constitution score also suffer the effects
snow doesn’t cost it extra movement. of frigid water (see DMG, p. 110).
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Neophyte of Ghat Neophyte of Ghat
The young neophyte priests of Ghat wear simple brown
Medium humanoid (any), any alignment
robes adorned only with their holy symbol: the familiar
outline of Kaza itself. They are friendly and eager to dis- Armor Class 12
cuss the tenets of their faith with the curious. Their rites
revolve around propitiating the fiery mountain and giving Hit Points 16 (3d8+3)
thanks for its fertile volcanic soils. Speed 30 ft.
Unwitting Pawns. None but the highest ranks of their
order know that the priesthood of Ghat is a front for the STR DEX CON INT WIS CHA
sinister Cult of Ghatanothoa, the Great Old One of natural 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
disasters and living sacrifices. If any of the neophytes
suspect that things are not entirely as they seem, they bury Skills Perception +4, Religion +4
their unease beneath a façade of normalcy—a behavior Senses passive Perception 14
almost second nature to the inhabitants of Farzeen.
Languages Common
Challenge 1/4 (50 XP)
ACTIONS
Shortsword. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage.
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Nohestan
The nohestan is a massive, primeval dinosaur-eating
snake. This 40-foot serpent has scales of solid bronze
that protect it from the spikes and teeth of its adver-
saries. The nohestan has also developed a unique
method of hunting, using both its venomous bite and
its powerful, constricting coils to subdue and kill the
mighty beasts that it feeds upon.
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Phagus Phagus
The phagus is one of the mi-go and greys’ bioengi- Medium construct, unaligned
neering experiments gone well: a dangerous and
extremely aggressive predator that is very responsive Armor Class 16 (natural armor)
to the control mechanisms that have been implanted Hit Points 75 (10d8 + 30)
into its brain. The phagus will respond to the orders
Speed 30 ft., climb 30 ft.
of greys or mi-go and has enough intelligence to com-
prehend chain of command. STR DEX CON INT WIS CHA
In combat, it throws itself at the most physically 20 (+5) 13 (+1) 16 (+3) 8 (-1) 11 (+0) 9 (-1)
challenging enemy nearby, relying on its heavy armor
and deadly claws to overcome its prey. Even when it Saving Throws Str +6, Con +5
is surrounded by foes, it focuses all its attacks on one
Skills Athletics +6
creature at a time, seeking to rip them apart as quick-
ly as it can. After killing its prey, the phagus uses its Damage Immunities poison
claws to saw off their skull or other protections be- Condition Immunities charmed, exhaustion, frightened,
fore it absorbs and feeds off their cranial fluids with paralyzed, petrified, poisoned
its hairlike follicles.
Senses darkvision 60 ft., passive Perception 10
The abomination is the size of a pony with an Languages Mi-go
insectoid head, a body covered in thick plates of
chitin, and six tentacled appendages that end in Challenge 4 (1,100 XP)
viciously sharp talons. Protruding six-to-twelve
inches out of its monstrous head are hundreds of Actions
hairlike follicles that move in opposing directions,
constantly searching. Multiattack. The phagus makes three attacks with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d8+5) slashing damage.
Reactions
Withdraw. When a creature attacks the phagus, it draws its
head into its exoskeleton to protect itself, giving it a +4
bonus to AC against that attack.
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Phorid Fly, Giant Phorid Fly, Swarm
Large swarm of tiny beasts, unaligned
The giant phorid flies of Farzeen are hump-backed, grow
to the size of cats, and have a habit of rapidly fleeing Armor Class 13
from predators. The ghouls of Farzeen have succeeded
in breeding the flies to an enormous size and to serve the Hit Points 52 (7d10+14)
dual purpose of watchdog and emergency food supply. Speed 40 ft., fly 40 ft.
Emergency Rations. In times of extreme hunger, the
tunnel-dwelling ghouls harvest the larval maggots of the STR DEX CON INT WIS CHA
phorid flies for sustenance. Most ghouls find the maggots 6 (-2) 16 (+3) 14 (+2) 3 (-4) 6 (-2) 6 (-2)
extremely distasteful.
Watchdogs for Ghouls. When riled up by predators, Skills Perception +0
adult phorid flies vibrate their wings to produce a loud, Damage Resistances bludgeoning, piercing, slashing
echoing buzz that the ghouls have learned to associate
Condition Immunities charmed, frightened, grappled, para-
with intruders.
lyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 10
Armor Class 13 Keen Smell. The phorid fly swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Hit Points 7 (2d4 + 2)
Swarm. The swarm can occupy another creature’s space and
Speed 40 ft., fly 40 ft.
vice versa, and the swarm can move through any opening
STR DEX CON INT WIS CHA large enough for a Tiny insect. The swarm can’t regain hit
3 (-4) 16 (+3) 15 (+2) 3 (-4) 6 (-2) 3 (-4) points or gain temporary hit points.
Vibrating Echo. At the end of phorid fly swarm’s turn, its
Skills Perception +0 buzzing wings produce a sound that echoes loudly in caverns.
Senses darkvision 60 ft., passive Perception 10 All creatures within 120 feet of the fly can hear this sound.
Languages –
ACTIONS
Challenge 1/4 (50 XP)
Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target.
Keen Smell. The giant phorid fly has advantage on Wisdom Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if
(Perception) checks that rely on smell. the swarm has half of its hit points or fewer. The target must
also succeed on a DC 12 Constitution saving throw or be
Vibrating Echo. Each round during which the giant phorid fly afflicted with sewer plague.
takes a Move or Attack action, its buzzing wings produce a
sound that echoes loudly in caverns. All creatures within 120
feet of the fly can hear this sound.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. The target must also succeed on a
DC 11 Constitution saving throw or be afflicted with sewer
plague.
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Priest of
Ghatanothoa
This priest is clad in heavy brown robes adorned with fiery
orange eldritch symbols of Ghatanothoa. The studded
leather and sheathed sword peeking out from beneath the
robes suggest that these cultists are ready to fight for their
faith.
Underground Cultists. The hidden power behind the
Priesthood of Ghat, priests of Ghatanothoa are fanatic
cultists of the Great Old One of natural disasters and living
sacrifices. Since the dread mummifier moved from its
prison overlooking the sunken land of Mu to its new home
deep beneath Kaza, these devotees of destruction have
secretly worked to bring about Ghatanothoa’s return.
Priest of Ghatanothoa
Medium humanoid (any), any evil
ACTIONS
Multiattack. The priest makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
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Priest of Light
Priests of light are devoted to their local temples and com-
munities, providing light, wisdom, healing and guidance
to those in need, and helping to defend against outside en-
emies. Devoted to the cause of good, priests of light often
provide their services to adventurers, especially if they are
investigating or pursuing evil cults, necromancers, or the
servants of the Old Ones.
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Nightmares
Priestess of Bastet
These powerful devotees of the cat goddess spend
days looking after the cats of the temple and tending
the catacombs of cat mummies beneath it. The
priestess’ demeanor is very much like that of the
cats they spend so much time with, lending them an
air of casual aloofness that belies a caring nature.
Bastets’ priestesses are devoted foes of Yig and the
serpentfolk, and many commune with their goddess
in dreams.
Skills History +4, Religion +4 Divine Strike (1/Turn). When the priest of Bastet hits a
creature with a weapon attack, they can cause the attack to
Damage Resistances poison deal an extra 1d8 necrotic damage.
Senses passive Perception 14
Languages Common, Cat Actions
Multiattack. The priest of Bastet makes two melee or two
Challenge 7 (200 XP)
ranged attacks.
Spellcasting. The priest of Bastet is a 12th-level spellcaster. Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Their spellcasting ability is Wisdom (spell save DC 15, +7 target. Hit: 4 (1d4 + 2) slashing damage.
to hit with spell attacks). They have the following cleric
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
spells prepared:
one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Cantrips (at will): guidance, resistance, sacred flame, spare
the dying, thaumaturgy
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Ratbatspider Ratbatspider
Large construct, unaligned
Ratbatspiders are horrors designed by the mi-
go’s biomagical technology to be a sort of over- Armor Class 16 (natural armor)
sized, arachnid hunting dog. Their hide provides
Hit Points 120 (16d10 + 32)
a fair amount of protection, and they are notori-
ously difficult to kill, often continuing to attack Speed 30 ft., climb 30 ft., fly 10 ft.
after having been hewn in half or losing most of
STR DEX CON INT WIS CHA
their limbs.
12 (+1) 16 (+3) 15 (+2) 7 (-2) 8 (-1) 10 (+0)
While not very intelligent, ratbatspiders are
capable trackers that tend to hunt in pairs or Saving Throws Str +2, Dex +6
small packs, surrounding their foes and focusing
on one at a time until they are dead. Skills Perception +3, Survival +3
Damage Resistance bludgeoning, piercing, and slashing
This scuttling, wolf-sized horror has the attacks that aren’t adamantine
wings of a bat, the furry four-legged body
of a rodent, and a large, arachnid head with Damage Immunities poison
dozens of hungry, gleaming eyes. Two rows of Condition Immunities charmed, exhaustion, frightened,
pincers extend from its head, dripping with a paralyzed, petrified, poisoned
smoking, green ichor.
Senses darkvision 60 ft., passive Perception 9
Languages understands Mi-go but can’t speak
Challenge 5 (1,800 XP)
Actions
Multiattack. The ratbatspider makes two attacks with its
princers.
Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) slashing damage plus 5 (1d10) poison
damage.
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Nightmares
Ravager Ghoul
The pallid grey skin of this muscular brute barely contains
its lumpy bulk. Grown strong and powerful after subterra-
nean feasts, this ghoul has become bold and aggressive.
It advances menacingly with bared teeth and extended
claws, ready and eager to kill again.
127
Nightmares
Recon Walker
Recon walkers are much smaller and faster than
the more common walkers. Like their kin, they
are the result of advanced mi-go bio-engineering
experiments. Recon walkers are extremely adaptable
to many environments and highly intelligent. They
are deft at using wounding strikes with their pincers
to slow down any enemies and use their extreme
mobility to confuse, disable, kill, and, when nec-
essary, escape. The mi-go rely on them deliver
reports of what they have seen of their foes.
128
Nightmares
Riding Croc
“Riding croc” is a catch-all term for several large
terrestrial predecessors of the modern crocodile.
These crocodiles have upright gaits that let them
walk on land without dragging their bellies. Their
thick snouts—more closely resembling a tyrannosau-
rus’s than an alligator’s—let them hunt prey on land.
With their scaly armor and toothy maws, riding crocs
make ideal battle mounts for intelligent reptilians like
lizardfolk and serpentfolk.
Skills Stealth +2
Senses passive Perception 10
Languages –
Challenge 1 (200 XP)
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Nightmares
Root Crawler
Called the Shul’uhe’naoth—Those Who Dwell toxic saliva to weaken targets, then either devouring
Beneath the Forest in Aklo—root crawlers are a it alive, or—worse yet—dragging it below ground to be
species of diminutive humanoid creatures that bur- eaten at leisure.
row beneath woodlands, making their home among If deprived of food for more than a few days, crawlers
tangled networks of subterranean roots. Carnivorous, emerge from their burrows to seek prey in the forest.
malevolent worshippers of Shub-Niggurath and Groups of crawlers will descend on isolated settle-
Tsathoggua, crawlers are imbued with a deep antipa- ments or dwellings, digging under walls and dragging
thy toward the creatures who dwell in the light. Root their inhabitants away for an underground feast.
crawler colonies consist of up to a dozen individuals Victims are bound and kept alive for days, alone in
that infest woodlands, preying on local animals. Root subterranean darkness as the crawlers feed on their
crawlers favor sentient prey, hunting travelers or living flesh. When the crawlers’ prey finally dies, its
raiding homes and settlements when the opportunity bones are used to craft crude tools or more traps.
presents itself, and prefer to feed on living victims. Victims can sometimes be saved, but the root
Their language is a series of rasps, clicks and grunts, crawlers rarely give up without a fight, and have to be
incomprehensible to other creatures. forcibly dug out of their labyrinthine tunnels. Even if
rescued, those who have been held in the crawlers’
A small, humanoid figure hides within the tangled lair may have suffered fearsome wounds, and are
roots of a tree. Its eyes shine palely, its gnarled, often tormented by terrible nightmares and waking
bark-like flesh is the color of dirt, and its over- fears. Most are unwilling to ever set foot in a forest
sized hands resemble the front paws of a digging again.
animal, ending in ragged, filthy claws. It utters
a rasping, rattling call, and a moment later It Is Unholy Bargains
joined by a half-dozen others. By the time you try
Those who live near wild forests tell stories about
to run, It Is too late.
those who dwell among the roots, though most
believe them to be nothing more than a myth used to
scare disobedient children. In the most isolated parts
Forest Lurkers of the forest, however, the local folk know that the
Though they are not especially intelligent, root Shul’uhe’naoth are all too real.
crawlers are nevertheless quite cunning and craft Some inhabitants of the forest maintain an un-
traps with near-instinctive skill. Their territory is easy truce with the crawlers, offering living prey in
strewn with traps of all sorts, including snares, dead- exchange for being left alone. Unlucky travelers may
falls, spiked pits, and similar hazards. These traps encounter small, friendly communities or homes in
are sometimes constructed using tools, weapons, the depths of the forest and be invited to spend the
poisons, and other items scavenged from victims or night, only to awaken and find themselves bound and
nearby settlements. helpless, lying in darkness, surrounded by hungry
They are designed to incapacitate, rather than kill — root crawlers. Others may simply be hunted and
while root crawlers can subsist on the flesh of dead captured by locals as they innocently pass through
creatures, they prefer that their prey be living while the region, then left for the crawlers.
they consume it. When hunting, root crawlers rely
on numbers to cripple and overwhelm, using their
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Nightmares
Root crawler
Small humanoid, neutral evil
Armor Class 13
Hit Points 11 (2d6 + 4)
Speed 30 ft., burrow 30 ft.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage, plus 2 (1d4) poison
damage. If target is a living creature, it must succeed on a
DC 13 Constitution saving throw or be poisoned until it
can take a long rest, unless cured of disease with a lesser
restoration spell, a potion of vitality, or similar means.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
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Serpentfolk
General
The serpentfolk are skilled warriors and their gen- Clad in gleaming, rainbow-hued plate armor, this
erals are cunning commanders, overseeing legions serpentfolk warrior makes an impressive sight.
of serpentine soldiers and their various minions and The brown leather eyepatch over one heavily
servitors. Serpentfolk generals often bear ancient scarred eye attests to a lifetime of combat.
and powerful weapons and armor, some of which
is powered by forgotten but still potent serpentfolk
technology.
132
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133
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Serpentfolk,
Debased
Not all serpentfolk are considered equal. Millennia willing to use them as slaves. Debased serpentfolk
ago, when Bastet defeated Yig and drove him into are noticeably smaller than their trueborn superiors
hiding, many serpentfolk turned to the worship of and are sometimes missing their arms, their legs, or
Tsathoggua. These serpentfolk were cursed by Yig, both.
causing them to degenerate into less intelligent, less
capable creatures. Many debased serpentfolk don’t This serpent-headed humanoid is dull and bestial.
even speak the ancient serpentfolk tongue. This Dressed in tattered rags, it has none of the gran-
schism among the serpentfolk weakened their antedi- deur and refinement of the wicked serpentfolk,
luvian empires, leaving them scattered, disorganized, though they share a superficial similarity.
and ripe for conquest. True serpentfolk hold these
debased serpentfolk in contempt but are more than
Debased Serpentfolk
Medium monstrosity, neutral evil
Actions
Multiattack. The debased serpentfolk makes two attacks, one
with its bite and one with its club.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage and the target must
succeed on a DC 12 Constitution saving throw or take 4
(1d8) poison damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
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Nightmares
Serpentfolk
Dinosaur Rider
The dinosaur rider is the backbone of the
serpentfolk army, equipped with a variety of
weapons it can use at close or long range, from
dinosaur-back or on foot. These fearless ophid-
ian soldiers will stop at nothing to enforce the
will of the serpentfolk on the world.
135
Nightmares
Serpentfolk
Infiltrator
Serpentfolk infiltrators are masters of disguise, Beneath the hood of its cloak you see this crea-
deception, assassination, and all manner of skulldug- ture has the head of a serpent. Its eyes gleam
gery. When the serpentfolk target a civilization, it is with cunning as a dagger appears in its scaly claw,
the infiltrators who are there first, undermining their dripping with viscous venom.
society, spying on their leaders, and sowing discord
among their people. A serpentfolk infiltrator might
live undercover for centuries, assuming multiple false
identities, biding its time until the perfect moment to
strike.
Languages Aklo, Common, Serpentfolk Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) type damage and the target must
Challenge 7 (2,900 XP) make a DC 14 Constitution saving throw, taking 9 (2d8)
poison damage on a failure or half as much on a success.
Innate Spellcasting. The serpentfolk’s spellcasting ability
is Intelligence (spell save DC 15). It can innately cast the Dagger. Melee or Ranged Weapon Attack: +7 to hit,
following spells, requiring no material components: reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 +
5) piercing damage and the target must make a DC 14
At will: minor illusion
Constitution saving throw, taking 9 (2d8) poison damage
1/day each: charm person, detect thoughts, invisibility, on a failure or half as much on a success.
major image, mirror image, nondetection, suggestion
Longbow. Ranged Weapon Attack: +7 to hit, range
Cunning Action. On each of its turns, the serpentfolk can 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage
use a bonus action to take the Dash, Disengage, Hide, or and the target must make a DC 14 Constitution saving
Use Object action. throw, taking 9 (2d8) poison damage on a failure or half as
Sneak Attack (1/turn). The serpentfolk deals an extra much on a success.
14 (4d6) damage when it hits a target with a weapon
136
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137
Nightmares
Serpentfolk
Lightning Warrior
Equipped with yithian technology stolen or bartered
from the Great Race, this elite serpentfolk warrior
combines the devious cunning of the children of Yig
with the raw power of a lightning gun.
Force Grenade
Weapon (grenade), uncommon
This sphere of dull black metal has a silver belt
clip on its side and a plunger on its top. It weighs 1
pound. As an action, you can depress the plunger and
throw the sphere up to 20 feet at short range or 60
feet at long range, targeting a point on the ground. If
the attack roll is 10 or more, the grenade lands on
target, otherwise it lands 1d10 feet away in a ran-
dom direction (roll 1d8 to determine the direction,
1 being north, 2 northeast, and so on). When the
grenade lands, it explodes in a 10-foot radius
sphere, dealing 3d8 force damage to all crea-
tures in the area. Creatures damaged by this
explosion must succeed on a DC 15 Strength
saving throw or be pushed to the edge of the
area of effect. Creatures pushed by the force
grenade do not provoke opportunity attacks
with this movement.
Stun Grenade
Weapon (grenade), uncommon
This oblate sphere of gleaming silvery
metal has a belt clip on its side and a
plunger on its top. It weighs 1 pound.
As an action, you can depress the
plunger and throw the sphere up
to 20 feet at short range or 60
feet at long range, targeting
a point on the ground. If the
attack roll is 10 or more, the
grenade lands on target, oth-
erwise it lands 1d10 feet away
in a random direction (roll 1d8
to determine the direction, 1 being
north, 2 northeast, and so on). When
the grenade lands, all creatures in a
10-foot radius sphere must succeed on
a DC 15 Constitution saving throw or be
stunned until the end of their next turn.
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Nightmares
Shapechanger. The serpentfolk can use its action to
Serpentfolk Lightning polymorph into a Medium humanoid, or back into its
Warrior true form. Its statistics are the same in each form. Any
Medium monstrosity (shapechanger), neutral evil equipment it is wearing or carrying isn’t transformed. It
doesn’t change form if it dies.
Armor Class 16 (breastplate)
Force Field Projector. The serpentfolk is equipped with a
Hit Points 85 (10d8 + 40) force field projector. When the serpentfolk takes damage,
Speed 30 ft. the projector absorbs half the damage (rounded up). Once
the projector has absorbed 50 points of damage in this
STR DEX CON INT WIS CHA way, it shorts out and breaks.
18 (+4) 17 (+3) 19 (+4) 18 (+4) 16 (+3) 15 (+2) Special Equipment. Aside from the lightning gun (SPCM
126), the serpentfolk is equipped with one force grenade
Skills Athletics +7, Arcana +7, Yog-Sothothery +6 (page 94) and one stun grenade (page 96).
Damage Immunities poison
Condition Immunities frightened, paralyzed, poisoned Actions
Senses blindsight 30 ft., darkvision 60 ft., passive Percep- Multiattack. The serpentfolk makes two melee attacks (one
tion 13 bite and one glaive) or two ranged attacks.
Languages Aklo, Common, Serpentfolk Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage and the target
Challenge 6 (2,300 XP) must make a DC 15 Constitution saving throw, taking 9
(2d8) poison damage on a failure, or half as much damage
Innate Spellcasting. The serpentfolk’s spellcasting ability on a success.
is Intelligence (spell save DC 15). It can innately cast the
following spells, requiring no material components: Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 9 (1d10 + 4) slashing damage and the target
At will: minor illusion must make a DC 15 Constitution saving throw, taking 9
1/day each: charm person, major image, mirror image, (2d8) poison damage on a failure, or half as much damage
suggestion on a success.
Keen Smell. The serpentfolk has advantage on Wisdom Lightning Gun (6/Day). Ranged Spell Attack: +8 to hit,
(Perception) checks that rely on smell. range 150/600 ft., one target. Hit: 22 (3d10 + 4) lightning
Magic Resistance. The serpentfolk has advantage on saving damage.
throws against spells and other magical effects.
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Nightmares
These serpentfolk have dedicated themselves
Serpentfolk Priest wholly to great Yig. They wear fine vestments
embroidered with intricately wrought ophidian
of Yig designs.
Serpentfolk who join the priesthood of Yig devote
their lives to the Father of Snakes. They often work in
the shadows, infiltrating other religious organizations
and fomenting Yiggish heresies to prepare the way
for a serpentfolk takeover. In their true forms, the
priests wear elaborate, flowing garments and paint a
crescent moon on their foreheads.
140
Nightmares
141
Nightmares
Serpentfolk
Trapper
Serpentfolk trappers make use of their keen senses
and natural cunning to lay ambushes. They excel at
tracking and trapping anything from humanoids to
mighty dinosaurs.
Armor Class 16 (studded leather) Keen Smell. The serpentfolk has advantage on Wisdom
(Perception) checks that rely on smell.
Hit Points 67 (9d8 + 27)
Magic Resistance. The serpentfolk has advantage on saving
Speed 30 ft. throws against spells and other magical effects.
STR DEX CON INT WIS CHA Shapechanger. The serpentfolk can use its action to
17 (+3) 18 (+4) 16 (+3) 18 (+4) 16 (+3) 15 (+2) polymorph into a Medium humanoid or back into its
true form. Any equipment it is wearing or carrying isn’t
Skills Animal Handling +5, Arcana +6, Perception +5, transformed. It doesn’t change form if it dies.
Stealth +6, Survival +5, Yog-Sothothery +5
Damage Immunities poison Actions
Condition Immunities frightened, paralyzed, poisoned Multiattack. The serpentfolk makes two attacks, only one
of which can be its bite.
Senses blindsight 30 ft., darkvision 60 ft., passive Percep-
tion 15 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage and the target
Languages Aklo, Common, Serpentfolk must make a DC 13 Constitution saving throw, taking 9
Challenge 4 (1,100 XP) (2d8) poison damage on a failure or half as much damage
on a success.
Innate Spellcasting. The serpentfolk’s spellcasting ability Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one
is Intelligence (spell save DC 14). It can innately cast the target. Hit: 8 (1d10 + 3) slashing damage.
following spells, requiring no material components:
Longbow. Ranged Weapon Attack: +6 to hit, range
At will: minor illusion 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
1/day each: charm person, major image, mirror image, Net. Ranged Weapon Attack: +6 to hit, range 5/15 ft.,
suggestion one target. Hit: A Large or smaller creature is restrained
Envenom Weapon. As a bonus action, the serpentfolk until it is freed. A creature can use its action to make a DC
can apply its natural venom to one weapon or piece of 10 Strength check, freeing itself on a success. Dealing 5
ammunition that deals slashing or piercing damage. A slashing damage to the net (AC 10) also frees the creature
creature hit by the poisoned weapon or ammunition must without harming it; this ends the effect and destroys the
make a DC 13 Constitution saving throw, taking 9 (2d8) net.
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Nightmares
Serpentfolk
Warrior
Elite warriors of the serpentfolk often
hone their skills in battle by shapechang-
ing into humanoid form to fight as mer-
cenaries. While they may rely on brute
strength more than the average serpent-
folk, they are no less insidious and cunning
than the rest of their kind.
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Nightmares
4th level (3 slots): black tentacles, confusion, locate
Serpentfolk Wizard creature, wall of fire
Medium monstrosity (shapechanger), neutral evil 5th level (2 slots): dominate person, hold monster
6th level (1 slot): ancient sorcery of serpentfolk (SPCM
Armor Class 15 (natural armor) 92), mass suggestion
Hit Points 144 (17d8 + 68) Combat Caster. Gehir has advantage on Constitution
Speed 30 ft. saving throws made to maintain concentration.
Fractured Mind. Gehir’s alignment cannot be divined via
STR DEX CON INT WIS CHA magical means.
11 (+0) 18 (+4) 18 (+4) 20 (+5) 16 (+3) 16 (+3)
Keen Smell. Gehir has advantage on Wisdom (Perception)
Saving Throws Con +8, Int +9, Wis +6 checks that rely on smell.
Skills Arcana +9, Deception +11, Perception +6, Yog– Magic Resistance. Gehir has advantage on saving throws
Sothothery +11 against spells and magical effects.
Damage Immunities poison Shapechanger. Gehir can use his action to polymorph
into a Medium humanoid or back into his true form. His
Condition Immunities frightened, paralyzed, poisoned, statistics are the same in each form. Any equipment he is
stunned wearing or carrying isn’t transformed. He doesn’t change
Senses blindsight 30 ft., darkvision 60 ft., passive Percep- form if he dies.
tion 17 Special Equipment. Aside from his dagger of metamorphic
Languages Aklo, Common, Serpentfolk venom, Gehir carries a potion of superior healing.
Challenge 10 (5,900 XP)
Actions
Innate Spellcasting. Gehir’s spellcasting ability is Multiattack. Gehir makes two melee attacks: one with his
Intelligence (spell save DC 17). He can innately cast the bite and one with his dagger.
following spells, requiring no material components:
Bite (Serpentfolk form only). Melee Weapon Attack: +9
At will: minor illusion to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
1/day each: charm person, major image, mirror image, damage, and the target must make a DC 16 Constitution
suggestion saving throw, taking 9 (2d8) poison damage on a failure,
Spellcasting. Gehir is a 12th-level spellcaster. His or half as much damage on a success.
spellcasting ability is Intelligence (spell save DC 17, +9 to Dagger of Metamorphic Venom. Melee or Ranged Weapon
hit with spell attacks). He knows the following spells: Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one
Cantrips (at will): acid splash, chill touch, light, mending, target. Hit: 8 (1d4 + 6) piercing damage, and the target
poison spray must make a DC 16 Constitution saving throw, taking
1st level (4 slots): alarm, hideous laughter, lethargy of 27 (6d8) poison damage and becoming poisoned for 1
Tsathoggua (SPCM 106), magic missile minute on a failure, or taking half as much damage on a
2nd level (3 slots): acid arrow, detect thoughts success. At the end of each of the poisoned creature’s
3rd level (3 slots): bestow curse, counterspell, hypnotic turns, it makes a new saving throw, ending the poisoned
pattern, sign of Eibon (SPCM 113) condition on itself on a success.
144
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145
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Shambling Abattoir
Few things are more terrifying as a tangled ball of
kickers and biters, gnashing their horde of ev-
er-chomping teeth, rolling through an area and
using their dozens of arms, legs, and tentacles
to propel them on a path of destruction. The
mi-go rely on these swarms of biters and
kickers to sow chaos among their enemies
before the mi-go’s tactical military moves in
to clean up the grotesque mess left behind.
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Nightmares
Shoggoth Tendril Shoggoth Tendril
Small ooze, chaotic evil
Cut from a terrifying otherworldly creature
known as a shoggoth, this tendril has retained a Armor Class 13
life of its own. It desires, more than anything, to Hit Points 44 (8d6 + 16)
creep and slither in search of the rest of its body.
On its long journey, it will seek to extinguish any Speed 15 ft., climb 10 ft.
life it encounters by beating it to death, using
STR DEX CON INT WIS CHA
surprise and its brutal strength to murder its prey
19 (+4) 17 (+3) 15 (+2) 3 (-4) 10 (+0) 6 (-2)
before it continues searching for the shoggoth
that it belongs to. Skills Deception +2, Stealth +7
This muscular but desiccated tentacle is as Damage Resistance fire, thunder; bludgeoning, piercing, and
thick as a human’s arm and appears to have slashing attacks that aren’t adamantine
been recently shorn from a much larger Damage Immunities acid, cold
creature. Oily ichor oozes from the wound,
staining whatever it touches. Condition Immunities blinded, deafened, exhaustion, prone,
stunned
Senses tremorsense 30 ft., passive Perception 10
Languages –
Challenge 2 (450 XP)
Blind. The tendril is blind and cannot see without the use of
its tremorsense.
Explosive Ambush. When the tendril enters a combat against
at least one surprised creature, it gains advantage on its
initiative roll and any attack rolls it makes against a creature
that has not acted yet in the combat.
Magic Resistance. The shoggoth tendril has advantage on
saving throws against spells and other magical effects.
Actions
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) bludgeoning damage and 7 (2d6)
acid damage.
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Nightmares
Swarm, Cleanser
Cleansers are most dangerous in a swarm, where
they work together efficiently through means of
a telepathic hive mind. As a swarm, they are
collectively much stronger, capable of lifting
heavy objects. Additionally, their inher-
ent electrical and acidic properties
are magnified, making them
dangerous to attack.
Armor Class 16 (natural armor) Spider Climb. The swarm can climb difficult surfaces,
including upside down on ceilings, without needing to
Hit Points 63 (14d6 + 14) make an ability check.
Speed 40 ft., climb 40 ft., fly (hover) 15 ft. Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through an
STR DEX CON INT WIS CHA opening as narrow as 4 inches wide without squeezing.
12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 6 (-2)
148
Nightmares
Tar-Zombie
Goblin
Not everything that perishes in a
tar pit sinks to the bottom. Tar pits
that accumulate too many corpses
can attract necrotic energies that
spontaneously reanimate some of
the hapless victims. These desiccat-
ed, tar-covered zombies exist solely
to feed more bodies into the black
mass in which they were created.
149
Nightmares
The Ripper
Throughout history, the mortal world has been Hunter in Darkness
plagued by mysterious killers, who appear seemingly
out of nowhere, inflict bloody carnage, then vanish Solitary and secretive, The Ripper hunts alone on
without a trace. Some scholars have speculated that dark nights, preferring foggy or rainy conditions
these crimes are committed by an alien entity — or in cities with old and labyrinthine streets. It never
entities — that feeds upon mortal fear. While “ratio- hunts victims in groups, but preys exclusively on
nal” critics scoff at such suggestions, the unsettling lone individuals. These victims are most often drawn
fact is that this murderous fiend is all too real. from the lower and less influential classes, especially
those shunned by society, but the violence and utter
A cloaked figure emerges from the mists. It is tall depravity of The Ripper’s crimes are intended to
and gaunt, and its black garments appear to be draw attention and spread fear. If caught in the act
those of an aristocrat. Though its face remains or confronted by a group of individuals, The Ripper
indistinct, as if still hidden in shadows, you sense will always flee, melting into the mists or shadows as
a being of enormous malevolence and murderous quickly as it appeared. If slain, The Ripper vanishes
intent. In one hand, it holds a gleaming scalpel. utterly, leaving behind only the clothing that it wore
and its gleaming scalpel. It is not known if this entity
can truly be slain, for even if destroyed, Ripper mur-
Sower of Chaos ders may begin again, far away and decades later.
The Ripper has gone by many names over millennia,
and on countless worlds. As the renegade theo-
rists have suggested, The Ripper is indeed an alien
creature that gains sustenance from terror, and from
the agony that it inflicts while killing. What is not
suspected is the entity’s greater agenda — to sow
chaos, and to spread terror and distrust. As The
Ripper’s campaign of slaughter continues, en-
tire communities turn on each other — one
group blames another, retributive violence
claims innocent lives, misguided street
justice rages, authority figures are pillo-
ried, and the entire social order totters
on the edge of collapse. In many
cases, The Ripper masquerades as
a member of a specific group — the
poor, the wealthy, an oppressed
minority, or other potential targets
for social outrage. The bloodier
and more extreme The Ripper’s
transgressions become, the
worse conditions grow. By the
time The Ripper ends its reign
of terror and moves on, an entire
culture may be irreparably dam-
aged by internal conflict and fear.
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Nightmares
No Corpse. If slain, The Ripper disappears entirely, leaving
The Ripper behind only its clothing and scalpel, which the functions
Medium fiend, chaotic evil as an ordinary knife.
Armor Class 18 (natural armor) Innate Spellcasting. The Ripper’s innate spellcasting
ability is Charisma (spell save DC 18, +10 to hit with spell
Hit Points 182 (28d8 + 56) attacks). It can innately cast the following spells, requiring
Speed 30 ft. no material components:
At will: expeditious retreat
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 3/day each: charm person, invisibility, suggestion
Challenge 12 (8,400 XP) Cause Fear. One creature within 30 feet of The Ripper
must make a DC 17 Wisdom saving throw or become
Social Chameleon. The Ripper is humanoid in form, but frightened of The Ripper. The frightened target can repeat
has a limited ability to change its outward appearance, the saving throw at the end of each of its turns, ending
masquerading as an individual from the time and place the effect on itself on a success.
that it chooses for its campaign of terror. It may present Paralysis of Terror. One creature within 30 feet of The
itself as an ordinary individual, or it may wear garments Ripper must make a DC 17 Wisdom saving throw or be
and trappings typical of a specific social class, ethnicity, paralyzed until the start of its next turn.
or group. In this fashion, the Ripper attempts to sow
distrust among a society, pitting groups against each Spontaneous Invisibility. The Ripper can use a bonus
other. It may also try to confuse matters by appearing in action to cast its innate invisibility spell. This consumes
different guises as well. one use of the spell as normal.
151
Nightmares
Tiefling Duelist Tiefling Duelist
The role of swashbuckler is popular among many Medium humanoid (tiefling), chaotic good
tieflings, who thirst for wild adventure and excite-
ment. Tiefling duelists favor speed and unexpected Armor Class 15 (studded leather)
tactics, favoring rapiers and sometimes even throw- Hit Points 22 (4d8 + 4)
ing cantrips and low-level magic into the mix. Always
Speed 30 ft.,
on the lookout for a good fight, a tiefling duelist will
not tolerate insults or disrespect, and quickly calls STR DEX CON INT WIS CHA
out violators, demanding satisfaction. Good-aligned 9 (−1) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 17 (+3)
duelists fight with humor and grace—rarely, if ever,
demanding that duels continue past first blood. More Saving Throws Cha +5
wicked tieflings may revel in cutting their opponents
Skills Deception +5, Performance +5, Stealth +5
to pieces, a little bit at a time, with the more blood
shed the better. Damage Resistances fire
Senses darkvision 60 ft., passive Perception 11
Languages Common, Infernal, thieves’ cant
Challenge 1 (200 XP)
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
152
Nightmares
True Serpentfolk
These strange-looking creatures don’t outwardly Nests
resemble serpentfolk, but insist that they predate
Kelevangs combine human and reptilian physiolo-
“ordinary” serpent people, and are the “real”
gies. Their mammalian endothermic metabolism
progenitors of the species, birthed from Yig’s stool.
means that they are not reliant on the external
When encountered, Kelevangs (or as they prefer to
environment to maintain a constant body tempera-
be called, true serpentfolk) are a cruel and arrogant
ture, but their oviparous reproductive cycle requires
species that dwell in isolated areas, or in serpentfolk
Kelevangs to lay eggs like snakes and lizards.
ruins, which they claim to have built themselves.
Reproduction is slow, as females lay only a single egg
Kelevangs likewise claim ownership of serpentfolk
a year, and half of these do not produce offspring. A
technology and magic, and utilize it whenever they
Kelevang nest consists of about 20 individuals led
can. Kelevangs guard their secrets jealously, merci-
by a single mystic. Mystics are true serpentfolk born
lessly destroying any who encounter them, and are
with the ability to cast spells and practice sorcery and
possessed of a near-pathological fear of discovery by
represent perhaps 1% of all Kelevangs. When a new
the outside world.
mystic is born, it is raised to adulthood by the nest,
At first, the creature appears to be a normal hu- then sent out to found a new nest on its own.
man, albeit with a serpentine cast to its features.
When you see its legs however, the shocking
difference becomes clear — below the knees the
creature’s legs resemble two long, muscular
serpentine bodies, ending in the fanged heads of
enormous vipers!
“True” Serpentfolk?
The very existence of ordinary serpentfolk is
known to but a few, and of these only a handful
are aware of the strange interlopers who call
themselves the Kelevangs. The serpentfolk
themselves are unlikely to provide any insights,
of course, so the true serpentfolk’s origins re-
main a deep mystery within a mystery. Few
surviving texts speak of the serpentfolk,
and of those only the Book of Eibon
mentions Kelevangs specifically. Its
chronicles touch only briefly on
the true serpentfolk, claiming
that serpentfolk scientists
attempted to breed a new
race that could impersonate
humans with no need for
shapechanging. The tome
suggests that the resulting
flawed creatures combined
the evil of the serpentfolk
with the misguided arrogance
and pride of humanity, and
that the serpentfolk scientists
attempted to destroy their
creations. A few escaped,
infused with hatred of their
makers, occupying the ser-
pentfolks’ abandoned cities
and surviving in secret.
153
Nightmares
Kelevang Su Actions
(True Serpentfolk Mystic) Multiattack. The Kelevang su makes three attacks: one
Medium monstrosity, neutral evil with its longsword and two with its bite. It can make one
Constrict attack against each grappled target.
Armor Class 15 (natural armor) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Hit Points 90 (12d8 + 36) target. Hit: 11 (2d6 + 4) piercing damage and the target
must make a DC 14 Constitution saving throw, taking 7
Speed 30 ft.
(2d6) poison damage on a failure save, or half as much
STR DEX CON INT WIS CHA damage on a success, and the target is grappled (escape
16 (+3) 18 (+4) 16 (+3) 12 (+2) 14 (+2) 16 (+3) DC 14). The Kelevang su can grapple up to two targets at
once. If it has one target grappled, it can make only one
Saving Throws Con +6, Wis +5 bite attack until the grapple ends, and if it has two targets
grappled, it cannot make bite attacks until the grapples
Skills Perception +5, Stealth +7
end. Grappled targets are restrained. The Kelevang su’s
Senses Darkvision 60 ft., passive Perception 15 speed is reduced to 15 ft. if it has one grappled target,
and is reduced to 0 ft. if it has two grappled targets.
Languages Aklo, Serpentfolk
Constrict. Melee Weapon Attack: +6 to hit, reach 0 ft.,
Challenge 8 (3,900)
one grappled target. Hit: 11 (2D6 + 4) bludgeoning
Magic Resistance. The Kelevang su has advantage on damage.
saving throws against spells and other magical effects. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Spellcasting. The Kelevang su is a 6th-level spellcaster. Its one target. Hit: 7 (1d8 + 3) slashing damage.
spellcasting ability is Charisma (spell save DC 14, +6 to
hit with spell attacks). The Kelevang su has the following
wizard spells prepared:
Cantrips (at will): acid splash, minor illusion, poison spray,
ray of frost
1st level (4 slots): mage armor, magic missile, ray of
sickness, shield
2nd level (3 slots): invisibility, web
3rd level (3 slots): lightning bolt
154
Nightmares
Tunneler Beetle
This stout, thickly armored beetle is the size of a cow. It
has a pair of powerful, chitinous mandibles that it uses Tunneler Beetle
equally well to bore through soil or slice its prey. The Large beast, unaligned
ghouls of Farzeen use these giant beetles as pack animals
and tunnel diggers in their subterranean warrens, some- Armor Class 14 (natural armor)
times referring to them as “corpsegrinders.” Hit Points 32 (5d10+5)
Speed 30 ft., burrow 10 ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 13 (3d6+3) slashing damage.
155
Nightmares
Undead Tcho-Tcho
Okkator Assassin
While the living okkator assassins who kill for the dread
Tcho-Tcho tribes are a dreaded and deadly threat, some
continue their murderous ways beyond the veil of death.
Sometimes captured Tcho-Tcho assassins who die in cap-
tivity rise as undead; more often they are resurrected by
Tcho-Tcho priests, who imbue a slain assassin’s body with
fell energies, repellent potions, and vile parasitic organ-
isms, granting it a semblance of life. Even as a shambling
undead horror, the assassin is still devoted to its mission
of slaughter, and retains intelligence and cleverness that
it displayed in life. Undead assassins are
often imbued with additional weapons, such
as organic tentacles or spikes, grown from
the parasites that the priests used in their
creation rituals.
156
Nightmares
Sneak Attack (1/Turn). The assassin deals an extra 10 (3d6)
Undead Tcho-Tcho damage when it hits a target with a weapon attack and has
Okkator Assassin advantage on the attack roll, or when the target is within
Medium undead, chaotic evil 5 feet of an ally that isn’t incapacitated and the assassin
doesn’t have disadvantage on the attack roll.
Armor Class 17 (natural armor)
Turning Defiance. The assassin has advantage on saving
Hit Points 85 (10d8 + 40) throws against effects that turn or otherwise repel undead.
Speed 30 ft., climb 30 ft. Warped Mind. The undead assassin has advantage on
Wisdom saving throws against spells and effects that would
STR DEX CON INT WIS CHA charm or frighten him. It automatically succeeds if the spell
12 (+1) 18 (+4) 18 (+4) 14 (+2) 15 (+2) 9 (-1) or effect only works on humanoids.
Saving Throws Dex +7, Int +5
Actions
Skills Acrobatics +7, Deception +5, Perception +5, Stealth
Multiattack. The assassin either makes two blowgun attacks
+7, Survival +5
or three melee attacks: one each with its bite, claw, and
Damage Resistances bludgeoning, piercing, and slashing tentacle.
damage from nonmagical attacks that aren’t adamantine
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Damage Immunities poison Hit: 11 (2d6+4) piercing damage plus 5 (1d10) poison
Condition Immunities exhaustion, poisoned damage.
Senses darkvision 60 ft., passive Perception 15 Blowgun. Ranged Weapon Attack: +7 to hit, range 25/100
ft., one target. Hit: 5 (1 + 4) piercing damage. If the target is
Languages Common, thieves’ cant a creature, it must make a DC 13 Constitution saving throw,
Challenge 5 (1,800 XP) taking 11 (2d10) poison damage on a failure or half as much
damage on a success. If the poison damage reduces the
Assassinate. During its first turn, the undead assassin has target to 0 hit points, the target is stable but poisoned for 1
advantage on attack rolls against any creature that hasn’t hour, even after regaining hit points, and is paralyzed while
taken a turn. Any hit it scores against a surprised creature is poisoned in this way.
a critical hit. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Evasion. When the undead assassin makes a Dexterity saving Hit: 8 (1d8+4) slashing damage.
throw for half damage, it instead takes no damage on a Tentacle. Melee Weapon Attack: +7 to hit, reach 5 ft., one
success or half damage on a failure. target. Hit: 7 (1d6+4) bludgeoning damage plus 5 (1d10)
Rejuvenation. Unless its body is completely destroyed acid damage and the target is grappled (escape DC 14). Until
(generally by dealing 85 additional damage to its body once the grapple ends, the target is restrained and the undead
it is reduced to 0 hit points or via spells like disintegrate), assassin can’t use its tentacle on another target. Each round
the undead assassin inhabits or conjures a new body in 1d10 the target remains grappled, they take an additional 5 (1d10)
+ 20 hours, regaining all its hit points and becoming active acid damage at the start of their turn.
again. The new body appears within 5 feet of its previous
body.
157
Nightmares
Vigintipod
This tentacled horror was ripped out of a fevered night-
mare, resembling the unholy amalgamation of an octopus
and a monstrous sea worm. It has an array of ten tentacles
on each end of its thick, tubular body, and it moves by
arching and lengthening itself like a gigantic inchworm.
It can firmly grip a solid surface with its hind-tentacles,
allowing it to lash out with its full body length in any
direction. Its fore-tentacles surround a circular mouth of
grinding bony plates.
Rolling Retreat. These benthic abominations typically
live in the darkest ocean depths, but they can wash up
near shores to prey on land-dwelling creatures. When its
prey is firmly in its grasp, the vigintipod forms its body into
an upright hoop and quickly rolls back into the sea, where
it drowns and devours its meal at its leisure.
Vigintipod Actions
Large aberration, neutral Multiattack. The vigintipod makes four attacks: three with its
tentacles and one with its bite.
Armor Class 16 (natural)
Tentacle..Melee Weapon Attack: +7 to hit, reach 15 ft., one
Hit Points 114 (12d10 + 48) target. Hit: 8 (1d8+4) bludgeoning damage. If the target is
Speed 10 ft. (80 ft. when rolling), climb 10 ft., swim 30 ft. a Medium or smaller creature, it is grappled (escape DC 14)
and restrained until the grapple ends. The vigintipod can only
STR DEX CON INT WIS CHA grapple one target at a time, and grappling a target does not
19 (+4) 13 (+1) 18 (+4) 6 (-2) 14 (+2) 7 (-2) reduce the number of tentacle attacks it can make.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Saving Throws Con +7 Hit: 11 (2d6+4) slashing damage.
Skills Perception +5, Stealth +4 Ouroboros Roll. Curling its body into a hoop and grasping
Damage Resistances bludgeoning its tentacled ends together, the vigintipod rolls rapidly away,
moving up to 80 feet in a straight line. This movement does
Condition Immunities charmed, frightened
not provoke opportunity attacks. The vigintipod can take
Senses darkvision 120 ft., tremorsense 90 ft., passive Percep- one grappled creature with it without suffering a reduction
tion 12 in its move speed. If this movement passes through another
Languages – creature’s space or an area of difficult terrain, the vigintipod
(and any creature in its path) must make a DC 10 Dexterity
Challenge 6 (2,300 XP) saving throw or immediately stop its movement and fall
prone.
Eldritch Physiology. Due to the vigintipod’s malleable and
alien nature, any critical hits against it become normal hits.
Hold Breath. Out of water, the vigintipod can hold its breath
for up to 4 hours.
Water Breathing. The vigintipod can only breathe underwater.
158
Nightmares
Walker Walker
Walkers are an amalgam of biological engineering Medium construct, unaligned
and eldritch cybernetics. They are the result of an
advanced mi-go experiment to create hunters and Armor Class 14 (natural armor)
scouts that can survive and adapt to many environ- Hit Points 65 (10d8 + 20)
ments. Walkers are not as deadly as ratbatspiders
Speed 35 ft., climb 35 ft.
but are of a higher order and intelligence. Often,
these two species work in tandem to hunt creatures STR DEX CON INT WIS CHA
of interest to the mi-go. 16 (+3) 14 (+2) 15 (+2) 8 (-1) 12 (+1) 5 (-3)
This quadrupedal creature’s metallic body is Skills Perception +5, Survival +5
covered in strange, mutated fungal caps and el-
dritch devices of an unknowable purpose. It has Damage Immunities poison
crablike legs that end in powerful pincers that Condition Immunities charmed, exhaustion, frightened,
clack loudly with each of its long steps. paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Mi-go
Challenge 2 (450 XP)
Actions
Multiattack. The walker makes two attacks with its pincers.
Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage and the target is
grappled. A walker can only grapple a total of two creatures
this way.
159
Nightmares
Walking
Dream
Sometimes a figment from the Dream-
lands slips into the Material Plane.
Whether it hid within the subconscious
of an ignorant traveler or floated
through a rift between worlds, it rarely
has anything but malevolence toward
mortals. Commoners frequently mis-
take these creatures for ghosts. Rumors
of the supposed “ghosts” stir up potent
and wild nightmares that allow a walk-
ing dream to prey upon a settlement for
months before moving on.
160
Nightmares
Innate Spellcasting. The walking dream’s innate spellcasting
Walking Dream ability is Wisdom (spell save DC 14, +6 to hit with spell
Large aberration, any evil attacks). It can innately cast the following spells, requiring no
material components:
Armor Class 14
At will: invisibility, hypnotic pattern, major image, vicious
Hit Points 91 (14d10 + 14) mockery
Speed fly 50 ft. (hover) 3/day each: dream, hallucinatory terrain, phantasmal killer
STR DEX CON INT WIS CHA 2/day: shield
9 (-1) 18 (+4) 13 (+1) 14 (+2) 17 (+3) 12 (+1)
Actions
Skills Arcana +5, Insight +6, Investigation +5, Perception +6,
Multiattack. The walking dream attacks twice with Mental Bolt.
Stealth +7
It then either uses Derange or casts a spell.
Damage Vulnerabilities force
Mental Bolt. Ranged Spell Attack: +6 to hit, range 30/120 ft.,
Damage Resistances acid, cold, fire; bludgeoning, piercing, one target. Hit: 16 (3d8 + 3) psychic damage.
and slashing from nonmagical attacks
Etherealness. The walking dream enters the Ethereal Plane
Damage Immunities necrotic, poison, psychic from the Material Plane, or vice versa. It is visible on the
Material Plane while it is in the Border Ethereal, and vice versa,
Condition Immunities charmed, exhaustion, frightened, grap-
yet it can’t affect or be affected by anything on the other
pled, paralyzed, petrified, poisoned, prone, restrained
plane.
Senses darkvision 120 ft., passive Perception 16
Derange. Each creature within 30 feet of the walking dream
Languages Aklo, any 10 other languages, telepathy 60 ft. that can see it must succeed on a DC 14 Wisdom saving
Challenge 5 (1,800 XP) throw or be frightened for 1 minute. If the save fails by 5 or
more, the target also gains a long-term madness. A frightened
Ethereal Sight. The walking dream can see 60 feet into the target can repeat the saving throw at the end of each of its
Ethereal Plane when it is on the Material Plane, and vice versa. turns, ending the frightened condition on itself on a success.
If a target’s saving throw is successful or the effect ends for it,
Illusory Focus. The walking dream can maintain two the target is immune to this walking dream’s Derange for the
concentration spells at once. next 24 hours.
Incorporeal Movement. The walking dream can move through
other creatures and objects as if they were difficult terrain. Reactions
It takes 5 (1d10) force damage if it ends its turn inside an
object. Rapid Ethereal (Recharge 5–6). When the walking dream is
targeted by a spell, it can use Etherealness with its reaction.
161
Nightmares
Wheezing Man
Swimmers step into a dark lake and vanish beneath
the water. Children playing near the river are never A pair of sunken eyes glimmer from a mis-
seen again. Something invisible lurks under the shapen head that is little more than a feature-
surface—the wheezing men. Sly ambush predators less lump atop hunched shoulders. Tiny holes
that are almost imperceptible underwater, wheezing open and close across the creature’s pale,
men sustain themselves by draining moisture from smooth flesh with a whistling gasp.
the bodies of creatures that stray into their hunting
grounds. During times of heavy fog or rain, they
leave the water to hunt on land. Tiny breathing holes
across their body gasp for moisture from the air,
giving the wheezing men their name. Wheezing men
have their own language, which consists of a series of
growls and vibrations when underwater, and gurgling
gasps while on land.
Wheezing Man
Medium monstrosity, unaligned
Armor Class 11
Hit Points 67 (9d8 + 27)
Speed 30 ft., swim 40 ft.
Actions
Multiattack. The wheezing man makes two slam attacks. It
can replace one slam attack with its Withering Grasp.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage and the
target is grappled (escape DC 14).
Withering Grasp. Each creature the wheezing man has
grappled must make a DC 13 Constitution saving throw
or gain 1 level of Exhaustion. A target’s DC for this saving
throw increases by 1 for each round the wheezing man
maintains its grapple on the target, up to a maximum DC
of 18.
162
Nightmares
Witch of
Ghatanothoa
Dressed in flowing black robes covered in eldritch symbols
of Ghatanothoa, the cultist-witch raises her voice, invoking
dark powers beyond our veil of comprehension. She draws
a dagger across her spellbook, tracing arcane sigils over
the already indecipherable pages as the air around her
crackles with energy.
Cultist-Witch. Witches who make unspeakable pacts
with Ghatanothoa become powerful weavers of arcane
magic and rise to prominence in the Great Old One’s apoc-
alyptic Cult. Some seek power and influence, while others
merely look for security or a sense of purpose. Whatever
their initial motivations for contacting Ghatanothoa, these
witches have given themselves over fully to the Cult and
now serve as potent vessels for Ghatanothoa’s will.
163
Nightmares
Yithian General
The yithian general is a powerful veteran of the Great
Race’s prehistoric wars. A master of every weapon
and fighting technique known to its kind, this ancient
being is a force to be reckoned with on the battlefield.
Having studied—and even participated in—the great
battles of the past and future, a yithian general is an
incomparable war leader.
Damage Resistances acid, fire, lightning; bludgeoning, Pincer. Melee Weapon Attack: +13 to hit, reach 10 ft.,
piercing, and slashing from nonmagical attacks one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the
yithian scores a critical hit, it rolls damage dice three times
Senses blindsight 60 ft., darkvision 60 ft., passive Percep- instead of twice.
tion 14
Matter Disruptor (4/day). Ranged Spell Attack: +12 to hit,
Languages Aklo, Yithian, any 10 other languages, telepathy range 100/400 ft., one target. Hit: 19 (3d12) necrotic
100 ft. damage. A creature killed by this attack is disintegrated.
Challenge 15 (13,000 XP) Amnesia (Recharge 5-6). DC 19. See past yithian (SPCM
398).
Innate Spellcasting (Psionics). The yithian’s spellcasting
ability is Intelligence (spell save DC 20, +12 to hit with Mind Swap. DC 20. See past yithian (SPCM 398).
spell attacks). It can innately cast the following spells,
requiring no components: Reactions
At will: detect thoughts, hold monster, modify memory Adaptive Shields. When the yithian general is hit by an
attack, it gains resistance to that damage type until the end
1/day: astral projection (self only)
of its next turn.
Practiced Reloader. The yithian general can use a recharge
cell as a bonus action.
164
Nightmares
165
Nightmares
Yithian Psion
The Great Race master psychic powers just as they
master technology, but there are those among them
who are born with an abnormally large brain, making
them so adept at psionics as to outpace the rest of
their species. A yithian psion eschews technological
weaponry, preferring to use their incredible mind as
both a weapon and a tool to accomplish their obscure
goals.
STR DEX CON INT WIS CHA Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft.,
25 (+7) 16 (+3) 20 (+5) 26 (+8) 19 (+4) 18 (+4) one target. Hit: 21 (3d8 + 7) bludgeoning damage. If the
yithian scores a critical hit, it rolls damage dice three times
Saving Throws Con +10, Int +13, Wis +9, Cha +9 instead of twice.
Skills Arcana +13, History +18, Insight +9, Nature +13, Telekinetic Throw. Ranged Spell Attack: +13 to hit, range
Persuasion +9, Yog-Sothothery +14 30/90 ft., one target. Hit: 15 (2d6 + 8) bludgeoning
damage. The psion makes this attack by telekinetically
Damage Resistances acid, fire; bludgeoning, piercing, and throwing a Tiny object at a nearby enemy.
slashing from nonmagical attacks
Amnesia (Recharge 5-6). See past yithian (SPCM 398).
Senses blindsight 60 ft., darkvision 60 ft., passive Percep-
Mind Swap. See past yithian (SPCM 398).
tion 14
Languages Aklo, Yithian, any 10 other languages, telepathy REACTIONS
100 ft.
Foresight. When the yithian would be hit by a melee or
Challenge 14 (11,500 XP) ranged attack, it can choose not to be.
Innate Spellcasting (Psionics). The yithian’s spellcasting
ability is Intelligence (spell save DC 21). It can innately cast LEGENDARY ACTIONS
the following spells, requiring no components: The yithian psion can take 3 legendary actions, choosing
At will: detect thoughts, hold monster, lethargy of from the actions below. Only one legendary action option
Tsathoggua (SPCM 106), modify memory, telekinesis can be used at a time and only at the end of another
creature’s turn. The psion regains spent legendary actions
3/day: blur, levitate, mirror image, mislead, phantasmal at the start of its turn.
killer
Autohypnotic Healing. The psion regains 2d10 + 8 hit
1/day: astral projection (self only), temporal energy nexus points
(SPCM 115)
Telekinetic Throw. The psion makes one telekinetic throw
Focused. The yithian psion can maintain two concentration attack.
spells at once.
Minor Psionics. The psion casts one of its innate, at-will
Keen Sight. The yithian has advantage on Wisdom spells.
(Perception) checks that rely on sight.
Legendary Resistance (2/day). If the yithian psion fails a
saving throw, it can choose to succeed instead.
166
Nightmares
167
Nightmares
ZepZeg: Masters of
Perception
This horse-sized creature has a newt-like head The Horror of the Zepzeg
with a long, worm-like body that ends in a flexible While the zepzeg are more beautiful and seemingly
tail. She wears rubber robes that hold tight to her kind than the mi-go, they are far from benevolent, and
body, with several large holes for her to extend as time goes on, it should be clear that their actions
variable limbs from her malleable form. can be just as brutal and cruel. In their interaction
with the gnorri, the zepzeg are essentially attempting
Renowned throughout the interstellar races for their to enslave and experiment upon an entire race of
beauty, charm, and unflappable nature, the zepzeg creatures they consider genetically inferior and ugly.
are publicly welcomed with open arms by most other This is fundamentally similar to the mi-go’s own cruel
cultures. In their eons of existence, they have re- conquests, albeit with more attractive trappings. The
mained neutral and apart from the constant hot and PCs, particularly good-aligned ones, should be given
cold wars of their brethren. They offer their services reason to doubt the zepzeg, and perhaps even make
equally to all comers; their only requirement for com- dread checks about their own participation in their
merce is payment of debts incurred. escalating slavery and genocide.
The zepzeg specialize in physical, cosmetic
alterations on creatures with symmetrical physiol-
ogies. Requests and entreaties by entities whose
basic forms do not adhere to these requirements are
politely and firmly rebuffed by the zepzeg, who claim
to possess no means of improving the appearance of
such beings.
Rumors swirl throughout the sector. Any creatures
as beautiful, benevolent, and benign as the zepzeg
must surely possess secrets and hidden flaws. What-
ever those mysteries may be, they are well guarded
by the zepzeg; vocal dissenters are invited for con-
sultation to clear the air and invariably change their
views as a result.
Crystalline Lifeforms
The zepzeg’s singular obsession with their concept of
beauty is a religious imperative stemming from their
crystalline nature. It is widely known that they are
effectively immortal, and that they continue to grow
via accretion throughout their existence. With growth
comes efficiency of their internal neuro-electrical
networks and thus improvements in their intellect,
but their enhanced cognitive skills come at the cost of
decreased mobility and increased fragility.
To maintain the perfect ratio of physical and men-
tal attributes, the zepzeg either reproduce through
a complex, ritualistic process known as “the shat-
tering”, or more commonly, they remove pieces of
themselves. Over time, the self-excisement gained the
religious and artistic significance it holds to this day.
This concept of ruthlessly casting away those things
that are not beautiful is the key to understanding the
truth—and the horror—of the zepzeg.
168
Nightmares
ZepZeg Compere
Those chosen to fill the role of compere are respon-
sible for the entertainment of the zepzeg and their al-
lies. Each compere provides an experience tailored to
the tastes of their audience, as blood sports and their
ilk are especially well-received across the worlds the
zepzeg frequent. They are masters at reading a room,
manipulating their audience, and whipping a crowd
into a frenetic mob.
169
Nightmares
ZepZeg Sculptor
Also known as pluralists, Zepzeg sculptors occupy
a position of religious and economic significance in
zepzeg culture. As a religious icon, the sculptor is the
epitome of beauty as the zepzeg define it, and their
purpose is to evangelize their perspective to all com-
ers. This includes assuming the role of administrator
of the countless parlors in which the zepzeg peddle
their enhancements and modifications to the masses.
170
Nightmares
ZepZeg Sec
The same size and build as an orc, sec stand apart
from their brethren, charged with protecting the
zepzeg and their property throughout their terri-
tory. Aside from their obvious physical attributes
they have an integral mesh dermal implant that
turns their exterior to a matte grey.
Damage Immunities lightning, poison Baton. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) bludgeoning damage. If the sec hits
Condition Immunities charmed, exhaustion, paralyzed, a target with their baton, they may use their bonus action
petrified, poisoned, stunned to trigger a discharge (as outlined below).
Senses blindsight 5 ft., passive Perception 14 Discharge. Sec bodies naturally create and store an
Languages Common, Zepzeg electrical charge which they can release as an action. Each
creature in a 10-foot-radius sphere centered on the sec
Challenge 4 (1,100 XP) must make a DC 14 Constitution saving throw. A creature
takes 13 (3d8) electrical damage and is stunned until the
Ancestral Recall. As an action, sec can enter a trancelike
end of their next turn on a failed save, or half as much
state in which they are able search through the hardcoded
damage and no stun on a successful one.
memories of their predecessors for tidbits of knowledge.
171
Nightmares
ZepZeg Tek
The tek’s only purpose is to create, use, and repair
the zepzeg’s advanced technology—a task they excel
at and one that is fundamental to the zepzeg empire’s
continued existence. Despite their presence in all
zepzeg facilities outsiders rarely interact directly with
one.
172
Nightmares
Zoog Shadow
Protector
As their name implies, zoog shadow protectors work on
the edges and in the darkness of zoog society. Like grove
keepers, shadow protectors are dedicated to keeping their
communities safe. Protectors differ from keepers, howev-
er—they are secretive and surreptitious defenders where
grove keepers are often the face of the tribe, publicly de-
fending and dealing with overt threats. Shadow protectors
are master negotiators, infiltrators, and larcenists. Most
have no time or interest in the niceties of non-zoog society,
and take the most direct route to keep their fellow zoogs
safe from outside threats.
173
Nightmares
Monsters by CR
CR 0 Dreamlands Skeleton Warrior . . . . . . . . . . . . . . . . . . 62
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Dinosaur, Pterodactyl. . . . . . . . . . . . . . . . . . . . . . . . . . 49
Eldritch Ouma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
CR 1/8
Half-elf Warlock Rogue. . . . . . . . . . . . . . . . . . . . . . . . . 94
Flesh Fly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Human Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Tar Zombie Goblin. . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 Kicker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
CR 1/4 Recon Walker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
CR 6 CR 13
CR 8
175
Monsters by CR
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att, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
13. Termination: This License will terminate automat- Steve Townshend, based on original material by E. Gary
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to cure such breach within 30 days of becoming aware of
the breach. All sublicenses shall survive the termination of Sandy Petersen’s Cthulhu Mythos: Nightmares 1 © 2021,
this License. Petersen Games
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Open Game License
Fresh Mythos RPG Horror
Delivered to your Doorstep...
EVERY MONTH
for only $25/mo with FREE SHIPPING!
In The Big Sleep, a Cthulhu Mythos 5th
edition D&D campaign, you and your
fellow heroes are caught between the
religious police and a cabal of hidden
cultists. You must unravel the truth
before an eldritch horror is unleashed,
and the ultimate abomination,
Tsathoggua, rises above the city!
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Open Game License
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Open Game License
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Open Game License