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Nightgarm

Large · Monstrosity · CR 6 · Chaotic Evil

Armor Class
15 (natural armor)
Hit Points and Hit Dice
152 (16d10 + 64)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
14
+2
CON
18
+4
INT
10
+0
WIS
15
+2
CHA
16
+3

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Chaotic Evil
XP 2300
Initiative Bonus +2

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Skills

Perception +5 Stealth +5

Languages

Common, Giant, Goblin, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Resistances
lightning, thunder
Damage Vulnerabilities
radiant; bludgeoning, piercing, and slashing from nonmagical attacks made with silvered weapons

Traits

Telepathic Bond

The nightgarm ignores the range restriction on its telepathy when communicating with a falseheart it has birthed. The nightgarm and its falseheart don’t need to be on the same plane of existence.

Actions

Bite

+8 to hit, reach 5 ft (1.5 m). Hit: 2d10+5 acid damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the nightgarm, and it takes 10 (3d6) acid damage at the start of each of the nightgarm's turns. The nightgarm can have only one creature swallowed at a time.

Claw

+8 to hit, reach 5 ft (1.5 m). Hit: 2d6+5 slashing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Lupine Howl

1/day

The nightgarm magically calls 2d4 wolves or 2 dire wolves. The wolves arrive in 1d4 rounds, acting as allies of the nightgarm and obeying her telepathic commands. The wolves remain for 1 hour, until the nightgarm dies, or until the nightgarm dismisses them as a bonus action.

Multiattack

The nightgarm makes one Bite attack and two Claw attacks.

About Nightgarm

Nightgarm is a large monstrosity with a Challenge Rating of 6. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 152 hit points (derived from 16d10 + 64).

Nightgarm has communication capabilities including Common, Giant, Goblin, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Nightgarm

1 tips available

When using Nightgarm in your D&D 5e campaign, consider these tactical approaches:

  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Nightgarm

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Nightgarm?
Nightgarm has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Nightgarm?
Nightgarm is a Large Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Nightgarm speak?
Nightgarm can communicate in Common, Giant, Goblin, telepathy 60 ft..

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