Deepspawn Nightmare
Medium natural humanoid (reptile)
Level 17 Lurker XP 1600
Initiative +17 Senses Perception +8; Darkvision
HP 128; Bloodied 64
Regeneration 10 (if the deepspawn nightmare takes radiant damage, regeneration does not function until the end of its next turn)
AC 31; Fortitude 29, Reflex 29, Will 29
Resist 10 psychic
Speed 6, climb 6 (spider climb)
(⚔) Death Spear (standard, at-will) ✦ Necrotic, Weapon
+26 vs AC; 1d8+9 necrotic damage, and the target is weakened (save ends).
⚔ 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 deepspawn 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 deepspawn 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.
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: death weapon +4 spear .
Published in P2 Demon Queen Enclave, page(s) 17.