My Documents
Become a Patron!
_____ _____ > ## Nihilis, The Nightmare Prince >*Medium fey, chaotic neutral* > ___ > - **Armor Class:** 16 (Shadowleather Armor) > - **Hit Points:** 136 (16d10+48) > - **Speed:** 35 ft. >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|18 (+4)|16 (+3)|17 (+3)|15 (+2)|20 (+5)| > > - **Saving Throws** Dex +8, Wis +6, Cha +9 > - **Skills** Arcana +7, Perception +6, Deception +9, Performance +9 > - **Senses** darkvision 60 ft., passive Perception 16 > - **Condition Immunities** charmed, frightened > - **Languages:** Elvish, Common, Ancient Elvish > - **CR** 11ish? > > ### **Traits** > >**Fey Nature.** Nihilis is both a fey and a humanoid, and has advantage on spells or effects that specifically target humanoids or fey. Magic can't put him to sleep. > >**Shadowleather Armor.** While in dim light or darkness, Nihilis is invisible provided he does not attack, cast a spell, or move more than 5 feet per round. > >**Showman.** Nihilis' chief objective is to entertain, delight, and terrify his crowd. He willingly fights in tactically suboptimal ways to put on a better show, and will never intentionally attack unconscious foes. > >**Encore. (Mythic Trait; Recharges after a Short or Long Rest.)** If Nihilis is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 100 hit points and teleports to an unoccupied space within 30 feet. > > ### **Actions** >**Multiattack.** Nihilis makes two attacks with his Shadowed Scimitar. > >**Shadowed Scimitar.** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) slashing damage plus 7 (2d6) psychic damage. > >**Phantasmal Assault (Recharge 5-6).** An illusory duplicate of Nihilis appears in an unoccupied space next to all creatures he chooses within a 20-foot radius. Those creatures must make a DC 17 Wisdom saving throw. On a failure, they take 22 (4d10) psychic damage and are confused (see: Nihilis' Confusion) for 1 minute; on a success, they take half damage and are not confused. > >At the end of the turn he used Phantasmal Assault, Nihilis can expend a legendary action to swap places with one of his duplicates. The duplicates remain in place until the start of Nihilis' next turn. > >Following the Interlude, when Nihilis swaps places with one of his duplicates, he creates a Fragment of Terror in the space he just left. > > \columnbreak > > **Nihilis' Confusion.** A creature who is confused rolls 1d10 at the start of its turn, acting according to the result. > * 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. > * 2: The creature doesn't move or take actions this turn. > * 3: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there are no creatures within its reach, it does not attack. After, it can move normally. > * 4-10: The creature can act and move normally. > > The creature can repeat the saving throw at the end of each of its turns. On a success, it is no longer confused and is immune to this confusion for the remainder of the encounter. > > ### **Legendary Actions** > > Nihilis can take 3 legendary options, choosing from the options below. He can take only one legendary action at a time, and only at the end of another creature's turn. Nihilis regains spent legendary actions at the start of his turn. > > **Phantasmal Dash.** Nihilis teleports up to 30 feet to an unoccupied space he can see. > > **Illusory Strike.** Nihilis makes one attack with his Shadowed Scimitar. > > **Spellweaver (Costs 2 Legendary Actions).** Nihilis casts a spell he knows with a casting time of 1 action. > > ### **Mythic Actions** > > If Nihilis' mythic trait is active, he can use the options below as legendary actions for 1 hour after using Encore. > > **Terrify.** Nihilis summons a Fragment of Terror in an unoccupied space he can see within 30 feet. > > **Infernal Dash.** Nihilis teleports up to 30 feet to an unoccupied space he can see in a pillar of fire. All creatures within 5 feet of the space he teleported to or the space he left must make a DC 17 Dexterity saving throw, taking 7 (2d6) fire damage on a failure and half as much on a success. \pagebreak _____ _____ > ### **Lair Actions** > On initiative count 20 (losing initiative ties), Nihilis causes one of the following effects within his domain of the Newmoon Carnival. > > * **Illusory Veil.** The circus becomes lightly obscured with thick mist. In addition to being lightly obscured, Nihilis and his allies also have advantage on Dexterity saving throws against any spell or effect caused by a creature that is affected by the illusory mist. A creature can make a DC 17 Intelligence (Investigation) check to determine that this mist is an illusion, becoming unaffected by this mist for the remainder of the encounter. The audience and Nihilis' allies can see through the mist. > > * **Echoes of Terror.** Faint whispers of nightmarish visions fill the air. One creature within 60 feet of the Nightmare Prince must succeed on a DC 17 Wisdom saving throw. On a failure, they are frightened until the end of their next turn. Whether they succeed or fail, a Fragment of Terror appears in an unoccupied space within 15 feet of them. > > * **Nightmare Manipulation.** Nihilis alters the terrain within the carnival. He can create illusory walls that block vision and movement or difficult terrain like waist-high water, but his illusions cannot deal damage. > >### Encounter Effects > >**Spotlight.** A beam of silvery light illuminates a circle 5 feet across. A creature standing in the spotlight rolls an extra damage die every time they deal damage. At the end of a round, the spotlight focuses on the creature who most impressed Nihilis that turn. Characters can make Dexterity (Acrobatics) or Charisma (Performance) checks on their turn to try and win Nihilis' favor. If Nihilis finds all of the participants in the fight boring that round, the spotlight focuses on him instead. > >**Interlude.** When Nihilis is reduced to half of his maximum HP or under (68), he uses a special Legendary Action, which he can use even if he has used all of his Legendary Actions for the round. Nihilis disappears from the stage, and summons the Ghostly Dancers. When the Ghostly Dancers are defeated, Nihilis reappears. > > >\columnbreak > >### Spellcasting > >Nihilis is a 16th level spellcaster. His primary spellcasting ability is Charisma and the saving throw DC of his spells is 17. He has access to the following spells: > >**At Will:** Minor Illusion, Mage Hand, Prestidigitation, Charm Person, Sleep, Disguise Self, Suggestion, Unearthly Chorus > >**1/Encounter:** Phantasmal Force, Hypnotic Pattern, Fear, Dimension Door > >**1/Day:** Mislead, Dream, Modify Memory, Eyebite, Programmed Illusion \pagebreak _____ _____ > ## Fragment of Terror >*Tiny aberration, unaligned* > ___ > - **Armor Class:** 12 (natural armor) > - **Hit Points:** 10 (4d4) > - **Speed:** 10 ft., fly 30 ft. (hover) >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|5 (-3)|10 (+0)|8 (-1)| > > - **Skills** Stealth +4 > - **Senses** Darkvision 60 ft., passive Perception 9 > - **Condition Immunities** frightened, charmed, exhaustion > > >### Traits >**Incorporeal Movement.** The Fragment of Terror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > >\columnbreak > >**Phantasmal Nature.** Any creature within 15 feet of the Fragment of Terror sees it not as its amorphous flying form, but as the form of something they deeply fear. A creature that starts its turn within this effect or enters this effect for the first time on its turn must succeed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn. Successful saving throws do not grant immunity against this effect. > >### Actions > **Dreadful Touch.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 2) psychic damage. The Fragment of Terror has advantage on this attack if attacking a Frightened creature. > >### Bonus Actions > **Flicker.** As a bonus action, the Fragment of Terror can disappear and reappear in an unoccupied space within 30 feet of it. \pagebreak _____ _____ > ## Ghostly Dancers >*Large construct, unaligned* > ___ > - **Armor Class:** 15 (natural armor) > - **Hit Points:** 55 (10d8+12) > - **Speed:** 0 ft. >___ > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|12 (+1)|6 (-2)|10 (+0)|14 (+2)| > > - **Saving Throws** Dex +7 > - **Senses** blindsight 60 ft., passive Perception 10 > - **Damage Immunities** poisoned > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > ### Traits > > **Dancer's Grace.** The Ghostly Dancers cannot have their movement impeded in any way. > > **Duet.** The Ghostly Dancers are a pair, referred to as Dancer A (Rapier) and Dancer B (Bouquet). Both dancers share the same pool of Hit Points, and when that pool is reduced to 0, both are defeated. They act on their own initiative counts. > > **Endless Waltz.** The Ghostly Dancers do not move on their turn. Instead, at the end of every second creature's turn, they can move up to 15 feet. This is alternated: At the end of one creature's turn, Dancer A moves, then at the end of the next creature's turn, Dancer B moves, and so on. Each dancer's total movement in a round cannot exceed 35 feet. > > **Shall We Dance?** When they roll initiative, each dancer randomly chooses a hostile creature it can see as its partner; a tether of colored light connects the dancer and their partner. Dancer A and B must have different partners. At the end of each of the Dancer's turns, flip a coin. If heads, that dancer chooses a new partner. > > >\columnbreak > > ### Actions (Dancer A) > **Multiattack.** Dancer A uses its Piercing Lunge ability, if available. It then makes two Spectral Rapier attacks, plus one for every opportunity attack made against either dancer since the end of their prior turn. > > **Spectral Rapier.** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage. > > **Piercing Lunge.** Dancer A's rapier thrust unleashes a sharp shockwave. All creatures in a line 5 feet wide and 60 feet long must make a DC 15 Dexterity saving throw, taking 21 (6d6) slashing damage on a failure and half as much on a success. Dancer A can only use this ability if it starts its turn with its partner more than 10 feet away. > > ### Actions (Dancer B) >**Multiattack.** Dancer B uses its Wilt Thou Lovest Me? ability, if available. It then makes one Bouquet Sweep attack. > > **Bouquet Sweep.** All creatures in a 10-foot radius in front of Dancer B must succeed on a DC 15 Dexterity saving throw or be lacerated with the rose bouquet's razor petals. They take 11 (2d10) slashing damage on a failure, taking half as much on a success. > >**Wilt Thou Lovest Me?** All hostile creatures Dancer B can see within 40 feet must make a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage, taking half damage on a success. The dancers regain half of the total HP drained from all targets in this way. Dancer B can only use this ability if it starts its turn with its partner more than 10 feet away. > > ### Legendary Actions > > The Ghostly Dancers have only one legendary action, which they use at the end of every third creature's turn. > > **Ah, Beloved.** A 10-foot wide beam of cold moonlight shoots between Dancer A and Dancer B. All creatures in this line must make a DC 15 Dexterity saving throw or take 9 (2d8) radiant damage, taking half as much damage on a success. \pagebreak
The enigmatic, charismatic ringmaster of the mysterious Newmoon Carnival, Nihilis Dreamweaver goes by many names. He is the Phantasmal King, the Lord of the Moonlit Court, the Tyrant of Terror... but his first and foremost title, which he performs under, is the Nightmare Prince. "Nihilis Dreamweaver," for that matter, seems to be just another affected, chosen moniker. What his true name is, few know.