Purplespawn Nightmare
Medium natural humanoid (reptile)
Level 17 Lurker XP 1600
Initiative +17 Senses Perception +8; Darkvision
HP 128; Bloodied 64
Regeneration 10 (if the purplespawn nightmare takes radiant damage, regeneration does not function until the end of its next turn)
AC 30; Fortitude 29, Reflex 30, Will 28
Resist 10 psychic
Speed 6, climb 6 (spider climb)
(⚔) Longsword (standard, at-will) ✦ Weapon
+22 vs AC; 2d8+4 damage.
⚔ Tail (standard, at-will) ✦ Sleep
Reach 2; +22 vs AC; 3d6+8 damage, and the target is dazed (save ends). First Failed Saving Throw: The target is dazed and slowed (save ends both). Second Failed Saving Throw: The target falls unconscious (save ends).
Nightmare Form (standard; at-will) ✦ Polymorph
The purplespawn nightmare can alter its physical form to appear as an enemy of its choice. While the nightmare is adjacent to that enemy, roll 1d20 whenever a melee or ranged attack targets the nightmare. On a roll of 10 or higher, the attack instead targets the copied enemy. The copied enemy's attacks are not subject to this effect.
Nightmarish Torment✦ Psychic
If the purplespawn nightmare's melee attack hits an enemy it is copying with nightmare form or a sleeping target, that target takes ongoing 10 psychic damage (save ends) in addition to the attack's other effects.
Psychic Edge
A purplespawn nightmare gains a +4 bonus to all defenses against attacks from enemies that are taking ongoing psychic damage.
Alignment Evil Languages Common, Deep Speech, Draconic
Skills Acrobatics +18, Bluff +18, Stealth +18, Thievery +18
Str 19 (+12) Dex 20 (+13) Wis 11 (+8)
Con 20 (+13) Int 13 (+9) Cha 20 (+13)
Equipment: longsword .
Published in Draconomicon: Chromatic Dragons, page(s) 220, Dungeon Magazine Annual, page(s) 97, Dungeon Magazine 166, page(s) 36.