The pallid figure lurches and jerks as if drawn along by uneven strings. It wears whatever soiled and tattered clothes it fell in, usually night clothes. The sleepwalker mutters fragmented descriptions of the nightmares that plague its fettered mind. Its face is slack as if it is asleep, save for wide eyes burning with an unearthly light. Its cold flesh is dotted with wounds stitched closed by inky, writhing threads of coalesced nightmare struggling to break free.
One Foot in the Grave. Normal sleepwalkers are not undead, despite the appearance otherwise. They are easily mistaken, however, for some sort of zombie or wraith. Their tenuous connection to the realms of death effects the world around them. Hungry shadows devour the light and cast a pall even at the height of the day. Likewise, their eyes glow with spectral flame and strikes fear in the hearts of the timid.
One Foot in The Nightmare.The other half of the sleepwalker's soul provides a bridge to a world of nightmares. This keeps the wounds on their bodies bound and directs them to attack the waking to claim more souls for Hypatatos the Dreamhunter. They can even smell when other creatures are afraid and are invigorated by it; compelled to fell the most terrified of their victims.
Sleepwalker
Medium humanoid ((Sleepwalker and Any)), Chaotic Evil
Armor Class
9
Hit Points
37 (5d8 + 15)
Speed
30ft
Str 14 Dex 8 Con 16 Int 5 Wis 11 Cha 7
Damage Resistances cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Sensesdarkvision 60 ft., passive Perception 10
Languages-
Challenge
1 (200 XP)
Illumination. The sleepwalker's eyes glow with the strength of a match and is unaffected by the Doom and Gloom ability.
Doom and Gloom.
All light sources within 30ft around the sleepwalker dims by one step. Creatures who enter this area for the first time or begin their turn there must succeed on a DC 10 Wisdom save or have Disadvantage until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Macabre Mask.
The sleepwalker appears to be undead. It does not need to eat, sleep, or breathe. However, it is still a humanoid of its subtype for the purpose of all spells. When reduced to 0 hit points the sleepwalker does not die for three rounds. During this time, it can be restored to its normal, sapient state by Remove Curse or similar spells. However, a restored creature must succeed on a DC 14 Constitution save or be permanently Blinded until its eyes are magically restored.
Actions
Slam
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Reactions
Smell of Fear.
If a creature fails a save against the sleeperwalker's Doom and Gloom, the sleepwalker may use its reaction to move up to 30ft toward that creature.
Sleepwalker Gazer
Eyes of Oblivion. After being bound to the Dreamhunter for several months, the sleepwalker gazer hovers on the precipice of actual death. Its eyes now broadcast enervating energy directly from the Hypatatos. Those who stare too deeply into the ocular abyss collapse into a deep slumber and make themselves vulnerable to the sleepwalker's fists. In addition, the consolidated nightmare binding the false-zombie's wounds has spread through its blood vessels creating a network of black veins beneath the skin.
Sleepwalker Gazer
Medium humanoid ((Sleepwalker and Any)), Chaotic Evil
Armor Class
9
Hit Points
60 (8d8 + 24)
Speed
30ft
Str 16 Dex 8 Con 16 Int 5 Wis 13 Cha 7
Damage Resistances cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Sensesdarkvision 60 ft., passive Perception 11
Languages-
Challenge 3 (700 XP)
Illumination. The sleepwalker's eyes glow with the strength of a match and is unaffected by the Doom and Gloom ability.
Dead-eyed Gaze.
If a creature starts its turn within 30 feet of the sleepwalker gazer and the two of them can see each other, the gazer can force the creature to make a DC 12 Constitution saving throw if the undead isn't incapacitated. On a failed save, the creature magically falls unconscious for the next minute. If the creature takes damage it may repeat this save with Advantage, effect ending on success. Creatures that do not sleep are immune to this effect.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the sleepwalker until the start of its next turn, when it can avert its eyes again. If the creature looks at the sleepwalker gazer in the meantime, it must immediately make the save.
Doom and Gloom.
All light sources within 30ft around the sleepwalker dims by one step. Creatures who enter this area for the first time or begin their turn there must succeed on a DC 11 Wisdom save or have Disadvantage until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Macabre Mask.
The sleepwalker appears to be undead. It does not need to eat, sleep, or breathe. However, it is still a humanoid of its subtype for the purpose of all spells. When reduced to 0 hit points the sleepwalker does not die for three rounds. During this time, it can be restored to its normal, sapient state by Remove Curse or similar spells. However, a restored creature must succeed on a DC 14 Constitution save or be permanently Blinded until its eyes are magically restored.
Actions
Multiattack.
The sleepwalker makes three slam attacks as one action.
Slam
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Reactions
Smell of Fear.
If a creature fails a save against the sleeperwalker's Doom and Gloom, the sleepwalker may use its reaction to move up to 30ft toward that creature.
Str 14 Dex 8 Con 16 Int 5 Wis 11 Cha 7
Condition Immunities charmed, exhaustion, frightened, poisoned
Sensesdarkvision 60 ft., passive Perception 10
Languages-
Challenge
1 (200 XP)
Illumination.
The sleepwalker's eyes glow with the strength of a match and is unaffected by the Doom and Gloom ability.
Doom and Gloom.
All light sources within 30ft around the sleepwalker dims by one step. Creatures who enter this area for the first time or begin their turn there must succeed on a DC 10 Wisdom save or have Disadvantage until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Macabre Mask.
The sleepwalker appears to be undead. It does not need to eat, sleep, or breathe. However, it is still a humanoid of its subtype for the purpose of all spells. When reduced to 0 hit points the sleepwalker does not die for three rounds. During this time, it can be restored to its normal, sapient state by Remove Curse or similar spells. However, a restored creature must succeed on a DC 14 Constitution save or be permanently Blinded until its eyes are magically restored.
Actions
Slam
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Reactions
Smell of Fear.
If a creature fails a save against the sleeperwalker's Doom and Gloom, the sleepwalker may use its reaction to move up to 30ft toward that creature.
Sleepwalker Gazer
Eyes of Oblivion. After being bound to the Dreamhunter for several months, the sleepwalker gazer hovers on the precipice of actual death. Its eyes now broadcast enervating energy directly from the Hypatatos. Those who stare too deeply into the ocular abyss collapse into a deep slumber and make themselves vulnerable to the sleepwalker's fists. In addition, the consolidated nightmare binding the false-zombie's wounds has spread through its blood vessels creating a network of black veins beneath the skin.
Sleepwalker Gazer
Medium humanoid ((Sleepwalker and Any)), Chaotic Evil
Str 16 Dex 8 Con 16 Int 5 Wis 13 Cha 7
Condition Immunities charmed, exhaustion, frightened, poisoned
Sensesdarkvision 60 ft., passive Perception 11
Languages-
Challenge 3 (700 XP)
Illumination.
The sleepwalker's eyes glow with the strength of a match and is unaffected by the Doom and Gloom ability.
Dead-eyed Gaze.
If a creature starts its turn within 30 feet of the sleepwalker gazer and the two of them can see each other, the gazer can force the creature to make a DC 12 Constitution saving throw if the undead isn't incapacitated. On a failed save, the creature magically falls unconscious for the next minute. If the creature takes damage it may repeat this save with Advantage, effect ending on success. Creatures that do not sleep are immune to this effect.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the sleepwalker until the start of its next turn, when it can avert its eyes again. If the creature looks at the sleepwalker gazer in the meantime, it must immediately make the save.
Doom and Gloom.
All light sources within 30ft around the sleepwalker dims by one step. Creatures who enter this area for the first time or begin their turn there must succeed on a DC 11 Wisdom save or have Disadvantage until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Macabre Mask.
The sleepwalker appears to be undead. It does not need to eat, sleep, or breathe. However, it is still a humanoid of its subtype for the purpose of all spells. When reduced to 0 hit points the sleepwalker does not die for three rounds. During this time, it can be restored to its normal, sapient state by Remove Curse or similar spells. However, a restored creature must succeed on a DC 14 Constitution save or be permanently Blinded until its eyes are magically restored.
Actions
Multiattack.
The sleepwalker makes three slam attacks as one action.
Slam
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Reactions
Smell of Fear.
If a creature fails a save against the sleeperwalker's Doom and Gloom, the sleepwalker may use its reaction to move up to 30ft toward that creature.
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