Nightmare Incubus
- Monster
- fiend
- CR 4
Appears in: Urban Intrigue
Nightmare Incubus
AC 15 / HP 66 (12d8+12) / CR 4
- STR
- 8
- DEX
- 17
- CON
- 13
- INT
- 15
- WIS
- 12
- CHA
- 20
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's 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.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
How to run Nightmare Incubus
Nightmare Incubus is a cr 4 fiend for Dungeons & Dragons. Drop it into any fitting scene; the statblock above is free to add to your compendium in the app, and the one-shot below gives you somewhere to run it.
Where it begins
- 1
Travelers wake with bruises shaped like claws, though their camp was never breached.
- 2
A lonely widow swears she saw her lost lover, only to wither days later.
- 3
Dreams of fire and wingbeats spread through the village before the creature descends.
The Dreaming Plague
The party investigates a mysterious plague of nightmares affecting travelers, discovering that a Nightmare Incubus is preying upon sleepers and feeding on their fear and desire, leaving behind victims with mysterious bruises and corrupted dreams.
The Bruised Travelers
You arrive at the local tavern where travelers have been gathering, only to find them huddled in fear, their faces marked with mysterious bruises shaped like claws. They speak in hushed tones of dreams filled with fire and wingbeats, of lost lovers who appear in their sleep only to vanish at dawn. The tavern keeper tells you that the nightmares have been spreading through the village, and those who suffer them wake weaker, their eyes hollow with fear. You must investigate the source of these nightmares before more victims fall prey to whatever creature stalks their dreams.
The party begins their investigation of the nightmare plague that has been affecting travelers. The tavern is filled with frightened victims who have been marked by the Nightmare Incubus's attacks, and they can provide clues about the creature's nature and habits. The party must gather information from the victims while avoiding the demon's influence, as it may be watching from the shadows. The investigation creates opportunities for both discovery and danger, and the party must work together to uncover the truth.

