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 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.
Eyes of Oblivion. The sleepwalker's 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.
Bound by Darkness. Held too long in Hypatantos' grip, the sleepwalker shackler has passed from this life, but cannot move onto the next. It has become a deathless tool for the Dreamhunter. As an extension of his will, the shackler's blows drain away the life-force of its victims until they join the sleepwalking ranks as well. The shackler also brings a fragment of the nightmare realm into the real world. It foes finds the terrain around the sleepwalker seems to stretch and their steps weighed down by unfelt hands. The shackler can focus this effect on a single creature to bind it in place and crush the life out of it.
Sleepwalker Shackler
Medium undead (Sleepwalker), Chaotic Evil
Armor Class
9
Hit Points
119 (14d8 + 56)
Speed
30ft
Str 16 Dex 8 Con 18 Int 7 Wis 13 Cha 8
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Sensesdarkvision 60 ft., passive Perception 10
Languages-
Challenge
5 (1800 XP)
Illumination. The sleepwalker's eyes glow with the strength of a match and is unaffected by the Doom and Gloom ability.
Clinging Darkness.
The terrain within 15ft of sleepwalker is considered difficult terrain if it is heavily obscured. Undead creatures and creatures immune to the frightened condition are immune to this effect.
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 12 Wisdom save or have Disadvantage until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Actions
Multiattack.
The sleepwalker makes two slam attacks as one action.
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning and 9 (2d8) cold damage.The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If a humanoid creature is reduced to 0 hit points by this attack it automatically stabilizes and rises 1d4 rounds later as a sleepwalker.
Crushing Dread (Recharge 5-6).
The sleepwalker targets a creature it can see within 15 ft and attempts to crush it with dread manifested as murmuring shadows. The creature must succeed on a DC 15 Dexterity save or take 10 (3d6) bludgeoning damage and be restrained for the next minute. A creature that starts its turn restrained by crushing dread takes 10 (3d6) bludgeoning damage and then repeats this save, the effect ending on success.
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 16 Dex 8 Con 18 Int 7 Wis 13 Cha 8
Condition Immunities charmed, exhaustion, frightened, poisoned
Sensesdarkvision 60 ft., passive Perception 10
Languages-
Challenge
5 (1800 XP)
Illumination.
The sleepwalker's eyes glow with the strength of a match and is unaffected by the Doom and Gloom ability.
Clinging Darkness.
The terrain within 15ft of sleepwalker is considered difficult terrain if it is heavily obscured. Undead creatures and creatures immune to the frightened condition are immune to this effect.
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 12 Wisdom save or have Disadvantage until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.
Actions
Multiattack.
The sleepwalker makes two slam attacks as one action.
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning and 9 (2d8) cold damage.The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If a humanoid creature is reduced to 0 hit points by this attack it automatically stabilizes and rises 1d4 rounds later as a sleepwalker.Crushing Dread (Recharge 5-6).
The sleepwalker targets a creature it can see within 15 ft and attempts to crush it with dread manifested as murmuring shadows. The creature must succeed on a DC 15 Dexterity save or take 10 (3d6) bludgeoning damage and be restrained for the next minute. A creature that starts its turn restrained by crushing dread takes 10 (3d6) bludgeoning damage and then repeats this save, the effect ending on success.
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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