Crawling nightmares dwell in the darkness between worlds, emerging in the prime material plane to feast on the fears and flesh of the living. Their misshapen heads with razor teeth and pale staring eyes dangle from spider-like bodies.
Victims are often paralyzed with fear at the sight of a crawling nightmare, allowing the monstrosity to capture and consume its prey with minimal effort.
Crawling Nightmare
Large Monstrosity, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40 ft., climb 30 ft.
STG | DEX | CON | INT | WIS | CHA |
19 (+4) | 14 (+2) | 17 (+2) | 7 (-2) | 11 (+0) | 8 (-1) |
Damage Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Senses Darkvision 60 ft., passive Perception 10
Languages none
Challenge 10 (5,900 XP) Proficiency Bonus +4
Paralyzing Fear. When a creature starts its turn within 30 feet of a crawling nightmare, that creature must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes frightened of the crawling nightmare for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. On a successful save, the creature is immune to the Paralyzing Fear of crawling nightmares for 24 hours.
Actions
Multiattack. The crawling nightmare makes three attacks: one with its bite or Mind Blast and two with its claws.
Bite. Melee Weapon Attack:+8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16), and it is restrained until the grapple ends. While grappling a creature, the crawling nightmare can’t make a Claw attack
Mind Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage.
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One response to “Crawling Nightmare – new DnD monster”
[…] creature that opened the box must succeed on a DC 20 Charisma saving throw or be transformed into a Crawling Nightmare (see below). Reality begins to warp around the box, manifesting deep […]