“Don’t worry, it’s just a bad dream!”
Sometimes that’s true. But when your planet happens to be in close proximity to the Astral Plane, your nightmares could be something else.
It’s common knowledge that sleeping creatures can experience loosely-remembered journeys into the Astral Plane. So if your drifting spirit encounters a hungry night terror, you’re likely to wake up in a horrible sweat as it rips into your astral form. Thankfully, short of causing you to fall out of bed in a panic, there’s little harm a night terror can inflict on dreamers.
The problem comes when direct portals to the Astral Plane – which spellcasters have been creating with great efficiency – causes night terrors to leak into the Material Plane. Now they can directly feed on dreamers, disrupting their rest and consuming psychic energy. While unlikely to kill an adventurer on their own, they can still make life incredibly difficult for a party travelling through dungeons without any rest.
But don’t worry, it’s just bad dreams.
Do you want a miniature of this Beastie? Well, this Annis artwork is provided by the folks at ArcKnight, who produce Flat Plastic Miniatures and other RPG supplements. You’ll get one if you order ArcKnight’s Ancient Evils set!
A pay-what-you-want, OGL compatible PDF of the Night Terror is available at DriveThruRPG. You can also support our Weekly Beasties by giving to our Patreon page. The Beastie itself can be found below:
Large monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 0 ft., fly 40 ft. (hover)
STR 10 (+0) DEX 18 (+4) CON 17 (+3) INT 10 (+0) WIS 16 (+3) CHA 10 (+0)
Saving Throws Wisdom +5
Damage Vulnerabilities psychic
Damage Immunities acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight XX ft., darkvision XX ft., tremorsense XX ft., truesight XXft., passive Perception 15
Proficiency Bonus +2
Challenge 6 (2,300 XP)
Sleeping Terror. The night terror sustains itself on the psychic energy of nightmares and bad dreams, many of which are prompted by its presence. When it comes across a character taking a long rest (or an unwitting dreamer in the astral plane), it may make contact with the creature to cause a nightmare. The nature of this dream may be shaped at the GM’s discretion, but vaguely-defined horrors are perfectly adequate.
The sleeping character must make a successful DC 17 Wisdom saving throw or become fully subject to the night terror’s influence. The target will not regain any benefits of a long rest outside of healing at half the expected rate. While awake, the target may be healed by other methods, but cannot regain any abilities or spell slots which require a long rest.
The night terror must feed on a single character each night in this manner. After a successful feeding, it will typically turn invisible to follow the target until it rests again. If the night terror cannot feed on any available characters, it will become ravenous make physical attacks with Waking Terror until a target is reduced to 0 hit points. If this occurs, the target’s next 1d4 long rests will have the same effects as above.
Incorporeal Movement. The night terror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Horrifying Visage. Each creature within 60 feet of the night terror that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the night terror’s Horrifying Visage for the next 24 hours.
Invisibility. The night terror turns invisible until it attacks or until its concentration ends (as if concentrating on a spell).
Waking Terror. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 28 (4d10 + 4) psychic damage. On a successful hit, the target must make a successful DC 13 Wisdom saving throw or become paralyzed for 1d6 rounds. If the target succeeds at this check or recovers from their paralysis, they will not be subject to becoming paralyzed by this method until the next combat encounter.