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Purplespawn Nightmare

Purplespawn Nightmare
Regeneration 10
If the Purplespawn Nightmare takes radiant damage, regeneration does not function until the end of its next turn
Climb 6 (spider climb)

Purplespawn Nightmare
Medium Natural Humanoid
Level 17 Standard Lurker XP 1600

HP 128; Bloodied 64 Initiative +17
AC 30, Fortitude 29, Reflex 30, Will 28 Perception +8
Speed 6 darkvision
Resist 10 psychic

Traits

Nightmarish Torment (Psychic)

If the purplespawn nightmare's melee attack hits an enemy it is copying with nightmare form or a sleeping target, that target takes ongoing 10 psychic damage (save ends) in addition to the attack's other effect.

Psychic Edge

The purplespawn nightmare gains +4 bonus to all defenses against attacks from enemies that are taking ongoing psychic damage.

Standard Actions

Longsword (Weapon) At-Will

Attack: Melee 1 (one creature); +22 vs. AC

Hit: 2d8 + 16 damage.

Tail (Sleep) At-Will

Attack: Melee 2 (one creature); +22 vs. AC

Hit: 3d6 + 24 damage, and the target is dazed (save ends). First Failed Saving Throw: The target is dazed and slowed (save ends both). Second Failed Saving Throw: The target falls unconscious (save ends).

Nightmare Form (Polymorph) At-Will

Effect: The purplespawn nightmare can alter its physical form to appear as an enemy of its choice. While the nightmare is adjacent to that enemy, roll 1d20 whenever a melee or ranged attack targets the nightmare. On a roll of 10 or higher, the attack instead targets the copied enemy. The copied enemy's attacks are not subject to this effect.

Skills Acrobatics +18, Bluff +18, Stealth +18, Thievery +18
Str 19 (+12)      Dex 20 (+13)      Wis 11 (+8)
Con 20 (+13)      Int 13 (+9)      Cha 20 (+13)

Alignment Evil      Languages common, Deep Speech, Draconic
Equipment: longsword