Living Nightmare

Living Nightmare 	Living Nightmare 	Living Nightmare 	Living Nightmare 	Living Nightmare 	Living Nightmare
Large aberration 	Large aberration 	Large aberration 	Large aberration 	Large aberration 	Large aberration
Armor Class: 13
Hit Points: 102 (12d10+36)
Speed 40 ft. 	Armor Class: 13
Hit Points: 102 (12d10+36)
Speed 40 ft. 	Armor Class: 13
Hit Points: 102 (12d10+36)
Speed 40 ft. 	Armor Class: 13
Hit Points: 102 (12d10+36)
Speed 40 ft. 	Armor Class: 13
Hit Points: 102 (12d10+36)
Speed 40 ft. 	Armor Class: 13
Hit Points: 102 (12d10+36)
Speed 40 ft.
STR 	DEX 	CON 	INT 	WIS 	CHAR
17 (+3) 	10 (+0) 	16 (+3) 	8 (-1) 	10 (+0) 	7 (-2)
Damage Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Force, Necrotic
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 10
Challenge 5 (1,800 XP) 	Damage Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Force, Necrotic
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 10
Challenge 5 (1,800 XP) 	Damage Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Force, Necrotic
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 10
Challenge 5 (1,800 XP) 	Damage Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Force, Necrotic
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 10
Challenge 5 (1,800 XP) 	Damage Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Force, Necrotic
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 10
Challenge 5 (1,800 XP) 	Damage Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Force, Necrotic
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 Ft., passive Perception 10
Challenge 5 (1,800 XP)
Special Features 	Special Features 	Special Features 	Special Features 	Special Features 	Special Features
Living Nightmare. When a Living Nightmare is summoned, it takes on the shape of the most horrific nightmares of a creature. At the start of its turn, if the Living Nightmare is within light of sight of the target creature, he must make a DC 16 Wisdom saving throw or be frightened by the Nightmare until the start of his next turn.	Living Nightmare. When a Living Nightmare is summoned, it takes on the shape of the most horrific nightmares of a creature. At the start of its turn, if the Living Nightmare is within light of sight of the target creature, he must make a DC 16 Wisdom saving throw or be frightened by the Nightmare until the start of his next turn.	Living Nightmare. When a Living Nightmare is summoned, it takes on the shape of the most horrific nightmares of a creature. At the start of its turn, if the Living Nightmare is within light of sight of the target creature, he must make a DC 16 Wisdom saving throw or be frightened by the Nightmare until the start of his next turn.	Living Nightmare. When a Living Nightmare is summoned, it takes on the shape of the most horrific nightmares of a creature. At the start of its turn, if the Living Nightmare is within light of sight of the target creature, he must make a DC 16 Wisdom saving throw or be frightened by the Nightmare until the start of his next turn.	Living Nightmare. When a Living Nightmare is summoned, it takes on the shape of the most horrific nightmares of a creature. At the start of its turn, if the Living Nightmare is within light of sight of the target creature, he must make a DC 16 Wisdom saving throw or be frightened by the Nightmare until the start of his next turn.	Living Nightmare. When a Living Nightmare is summoned, it takes on the shape of the most horrific nightmares of a creature. At the start of its turn, if the Living Nightmare is within light of sight of the target creature, he must make a DC 16 Wisdom saving throw or be frightened by the Nightmare until the start of his next turn.
Actions
Multiattack. The elemental makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 6) Necrotic damage.
Category:Monster
Category:Aberration
Category:CR 5