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Nightgarm

Large · Monstrosity · CR 6 · Chaotic Evil

Source. Tome of Beasts
Armor Class
15 (natural armor)
Hit Points and Hit Dice
114 (12d10+48)
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 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Skills

Perception +5 Stealth +5

Languages

Common, Giant, Goblin, telepathy 200.0 ft (61 m). (with falsemen only)

Resistances & Immunities

Damage Resistances
lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Vulnerabilities
radiant; silvered weapons

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Distending Maw

Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size.

Innate Spellcasting

the nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

3/day each: darkness, dissonant whispers, hold person

1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only)

Quadruped

The nightgarm can drop any objects it is holding to run on all fours. When it does so, its speed increases to 40ft.

Spawn Falseman

If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a "falseman,"this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet.

Superstitious

A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn.

Actions

Bite

+8 to hit, reach 5 ft (1.5 m). Hit: 4d10 acid damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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 114 hit points (derived from 12d10+48).

Nightgarm has communication capabilities including Common, Giant, Goblin, telepathy 200 ft. (with falsemen only). 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 200 ft. (with falsemen only).

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