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Dreamhunter Minion: Sleepwalker Flicker




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. The threads have spread so deep into its corpus, that the undead skin is latticed with black veins. The bloodless flesh between flutters between solid and insubstantial sometimes leaving only a network of murky blood vessels in the shape of a humanoid behind for minutes at a time… and the glowing eyes of course. Always the eyes…


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.


Verge of Apotheosis. The sleepwalker flicker has been enthralled by Hypatantos for so long, often decades, that it's undead flesh is giving way to the nightmare energies coursing through its veins. The horror flickers in and out of the waking world and gains the ability to temporarily step into the ethereal plane and appear some distance away. This tearing of reality releases a dreadful squall which erodes its victims' minds. It can also focus this same power into arcane arts making the sleepwalker flicker one of the Dreamhunter's most powerful minions.


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.


Bound by Darkness. Held too long in Hypatantos' grip, the sleepwalker flicker 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 flicker's blows drain away the life-force of its victims until they join the sleepwalking ranks as well. The flicker 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.

Sleepwalker Flicker

Medium undead (Sleepwalker), Chaotic Evil

Armor Class 10

Hit Points 127 (17d8 + 51)

Speed 30ft

Str 18 Dex 11 Con 16 Int 11 Wis 16 Cha 11

Damage Resistances psychic

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Sensesdarkvision 60 ft., passive Perception 13

Languages-

Challenge 7 (2900 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 and the two of them can see each other, the sleepwalker can force the creature to make a DC 14 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 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 14 Wisdom save or have Disadvantage on attack rolls and skill checks until the end of turn. Creatures that are immune to the frightened condition are immune to this effect.

Innate Spellcasting.

The sleepwalker flicker's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. Creatures that are immune to the frightened condition gain Advantage on saves against the its spells.

At Will: Ray of Sickness, Sleep

3/day: Confusion

1/Day each: Blight, Compulsion

Actions

Multiattack.

The sleepwalker makes two slam attacks as one action.

Slam

Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit 8 (1d8+4) bludgeoning damage and 13 (3d8) cold damage. The target must succeed on a DC 14 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.

Flicker (Recharge 5-6).

The sleepwalker disappears in a torrent of psychic anguish and bone-deep cold and instantly teleports to an unoccupied space it can see within 90 ft. Each creature within 10 feet of the space it left must succeed on a DC 14 Wisdom Saving Throw or take 10 (3d6) psychic damage and 10 (3d6) cold damage on failure and be Restrained until the end of their next turn. On success, a creature takes no damage and is not restrained.

The sleepwalker can bring along objects as long as their weight doesn't exceed what it can carry. It can also teleport one willing creature of its size or small who is carrying gear up to its carrying capacity. Alternatively, the sleepwalker can teleport one unwilling creature of its size or small it is grappling if the creature doesn't succeed on a DC 14 Wisdom save. Either way, the creature must be within 5 ft of the sleepwalker when it uses this action and there must be an unoccupied space within 5 feet of its destination for the creature to appear in; otherwise, the creature is left behind.

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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