Cauchemange, Incorporeal

Family: Cauchemange

Medium aberration, neutral evil

Armor Class 13
Hit Points 77 (14d8 + 14)
Speed 0 ft., fly 40 ft. (hover)

6 (–2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 17 (+3)

Skills Intimidation +6, Perception +5
Damage Immunities poison
Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 15
Languages the languages of its host, telepathy 60 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3


  • Happiness Susceptibility. If a creature within 30 feet of the incorporeal cauchemange uses an action to make a DC 14 Charisma (Performance) check and succeeds, creating a presentation that inspires happiness or hope, the cauchemange has disadvantage on attack rolls until the end of the performing creature’s next turn.
  • Implant Larva. If a humanoid dies due to damage the incorporeal cauchemange deals, a cauchemange larva emerges from the corpse 8 hours later.
  • Incorporeal Movement. The cauchemange 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.
  • Nightmare Aura. Each creature of the incorporeal cauchemange’s choice that starts its turn within 60 feet of the cauchemange must succeed on a DC 14 Wisdom saving throw or sense the cauchemange as something to be feared, becoming frightened until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Nightmare Aura of all cauchemanges for 1 hour.
  • Psychic Teleport (Recharge 4–6). As its movement, the cauchemange can teleport to an unoccupied space within 40 ft. of it, provided that the space is within 10 ft. a creature with an Intelligence score of 3 or higher. The cauchemange doesn’t need to see the destination.
  • Thought Location. The incorporeal cauchemange can detect creatures within 60 feet that have an Intelligence of 2 or higher, provided they aren’t constructs or undead. Effects that prevent divination from working on a creature thwart this sense. This sense penetrates barriers, but 2 ft. rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks it. The cauchemange can’t be surprised by a creature it can sense.


  • Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage. The target must succeed on a DC 14 Charisma 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. The target dies if this effect reduces its hit point maximum to 0.
  • Killing Nightmare (Recharges after a Short or Long Rest). The incorporeal cauchemange releases a telepathic wave of amplified horror. Each frightened creature of the cauchemange’s choice within 30 feet of the cauchemange must make a DC 14 Charisma saving throw. On a failure by 5 or more, a creature drops to 0 hit points. If the save fails, the creature takes 25 (4d10 + 3) psychic damage.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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