Night Terror

Small aberration, chaotic evil

Armor Class 19
Hit Points 35 (10d6)
Speed 0 ft., fly 50 ft.

1 (-5) 28 (+9) 10 (+0) 15 (+2) 16 (+3) 14 (+2)

Skills Perception +6, Stealth +12
Damage Immunities fire, lightning
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16
Languages Common, Deep Speech
Challenge 6 (2,300 XP)

Special Traits

  • Feed on Fear. The night terror regains 10 hit points at the start of its turn if it has at least 1 hit point and a creature within 30 feet of it has the fear condition.
  • Incorporeal Movement. The night 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.
  • Illumination. The night terror sheds dim light in a 5- to 20foot radius. The night terror can alter the radius as a bonus action.
  • Light Sensitivity. While in bright light, the night terror has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Limited Magic Immunity. The night terror can’t be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.


  • Chill. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) cold damage, and the target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Invisibility. The night terror and its light magically become invisible until it attacks or until its concentration ends (as if concentrating on a spell).
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene