Chahasa

***Rogue spirits from the plane of dreams, the Chahasa prey on the minds of the weak and tired. First the weariness sets in, then the paralysis, then the eyes. Yellow eyes, barely visible. Watching. -Jorrel the Dathian, in 'The Rise and Fall of the Venaim'***

## **Chahasa**

*Medium Aberration, Chaotic Evil*

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AC: 15

HP: 532 (28d20+224)

Speed: fly 30 ft.

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STR DEX CON INT WIS CHA

0 0 0 20 20 20

-- -- -- +5 +5 +5

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**Saving Throws:** Intelligence (+13), Wisdom (+13), Charisma (+13)

**Damage Immunities:** All.

**Condition Immunities:** All.

**Skills:** Perception (+13)

**Senses:** Perfect Darkvision, passive perception 15

**Languages:** Telepathy 1,000 ft.

**Challenge:** 17

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ACTIONS:

**Multiattack (Plane of Dreams only):** The Chahasa uses it's Call of the Void, then makes two Psychosis attacks.

**Dream Spike:** The Chahasa focuses down a creature that can see it. The target must make an charisma save (DC 21). If they fail, they are paralyzed and knocked unconcious. They and the Chahasa are immediately transported to the portion of the plane of dreams that exists within the target's mind. If they succeed, the Chahasa takes 50 points of unavoidable psychic damage. Other players may enter the target's personal plane of dreams by touching them and making a charisma check (DC 10).

**Call of the Void (Plane of Dreams only):** A single target must make a charisma save (DC 21). On a failure, they take 6d6 damage. If the damage from this attack reduces a player's dream self to 0 hp, they die.

**Psychosis (Plane of Dreams only):** +13 (2d6 psychic. If a player is hit with one of these attacks, it takes the damage like normal, but when it attempts to return its consciousness to the material plane, it must make a charisma check to do so. (DC=8+the number of times it was hit by the Psychosis attack)

**Scion of Fear (Recharge 5-6) (Plane of Dreams only):** The Chahasa draws on its target's (the target is whoever's mind the Chahasa is currently in) fears. These manifest as 1d3 creatures which possess the player's mental ability scores and act as players for the fight. They each have 5d8 hp. When they appear, and on the start of each of the target's turns, the target may attempt a charisma save (DC 21). On a success, the Scions are destroyed. Any other characters or players that are currently on the plane of dreams may use their reactions to grant first advantage, and then a +2 bonus per person to that saving throw.

**Teleport:** The Chahasa teleports up to 120 ft.

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**The Plane of Dreams:** While on the plane of dreams, the Chahasa can be damaged and is no longer immune to any conditions. While on the plane, all creatures use their mental scores (Intelligence, Wisdom, Charisma) in exchange for their physical scores (Strength, Dexterity, Charisma, respectively).

Combat-On the plane of dreams, reality is malleable, and the limit is your imagination. If a player wants to summon a giant flaming warhammer to assault his foe, he may do so. It is up to the DM's discretion to decide the proper way for a Chahasa to counter dreamer's attacks, with a save or just using AC. Mental ability checks can be used to determine effectiveness of attacks, spells, etc. Charisma is used for magic-like effects like energy and telekinesis, while wisdom and intelligence can be used for imagined weapons. E.G. if a player wants to shoot the Chahasa with a beam of energy, have them make a Charisma check. The resulting number is the number of d6's of the damage. For imagined weapons, the damage dice is a number of d12's equal to the player's chosen ability modifier (Intelligence or wisdom) + that ability modifier.

Death-Creatures reduced to 0 hp in the plane of dreams return to their physical bodies and take psychic damage equal to their max hp. If the Chahasa is reduced to 0 hp in the plane of dreams, it is destroyed, as that is its home plane and the only plane on which it is vulnerable.

Departure-In order to return their consciousnesses to the material plane, a creature must make a DC 10 charisma save. If they fail, they take 3d6 psychic damage and cannot try again for 1 minute. Every time they fail, the DC increases by 1.