Venganoid, Nightmare Wraith of Vengeance - AI-generated fantasy Monster

Venganoid, Nightmare Wraith of Vengeance

Old songs call them 'Venganoids' or 'Witch of Returned Wrath'. Village elders say a venganoid was once a wronged woman whose death was never avenged. Over centuries, the pain fermented into a being that returns as the very face of the wronged to collect repayment in blood. Priests warn that bargains struck with rage rarely end well: the venganoid always takes more than what was promised.

LargeHumanoid(Shapechanger)CR HardNeutral evil

Venganoid, Nightmare Wraith of Vengeance

vengefulshapechangerpsychicpoisonoussolohorrific
HP172AC17SPDWalk 30 ft., Swim 20 ft.CR10 (5,900 XP)DeceptionInsightPerceptionStealthPersuasionIntimidation
STR
18
save
DEX
14
save
CON
22
save
INT
16
save
WIS
15
save
CHA
20
save
Shapechanger. The venganoid can use its action to polymorph into a Small or Medium humanoid or beast that it has seen or dreamed, or back into its true form. Its statistics are the same in each form except its size and its movement speeds. Any equipment it is wearing or carrying is absorbed or worn by the new form. It reverts to its true form if it dies.
Vengeful Skin. Any creature that touches the venganoid's exposed skin or is hit by its Claw or Vengeful Grasp attack must succeed on a Constitution saving throw or become poisoned for 1 minute and take 9 () poison damage at the start of each of its turns. A creature can repeat the save at the end of each of its turns, ending the condition on a success. In addition, once per short rest the venganoid can contaminate a 5-foot square of ground or water in its lair; any creature that ends its turn in that square must make the same saving throw or become poisoned.
Nightmareborn Aura. A 30-foot aura of oppressive dread surrounds the venganoid. Creatures that start their turn in the aura must make a Wisdom saving throw. On a failure they take 9 () psychic damage and have disadvantage on Wisdom and Charisma checks and saving throws until they leave the aura and finish a short or long rest. Creatures that succeed are immune to this aura for 1 minute.
Innate Spellcasting. The venganoid is a spellcaster. Its spellcasting ability is Charisma (spell save , to hit with spell attacks). It can cast the spells listed in its spells trait. It uses innate casting for some effects and can expend uses of its daily spells as detailed. It regains uses at dawn.
Dreamwalker. The venganoid can use Banishment Gaze to attempt to pull a creature into the Nightmare Realm. This is a unique, short-duration planar banishment that deals psychic damage while the target is banished. Targets that succeed on the initial save cannot be targeted by the same ability for 24 hours.
Multiattack. The venganoid makes two attacks: one with its claw and one with Soul Shred, or it can two times make its claw attack.
Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 16 () slashing damage. If the target is a creature, it must succeed on a Constitution saving throw or become poisoned for 1 minute and take 9 () poison damage at the start of each of its turns until it succeeds on a new Constitution saving throw. A creature that touches the venganoid or is struck by its claw attack while grappling the venganoid also risks this effect.
Soul Shred. Melee Spell Attack: to hit, reach 5 ft., one target. Hit: 36 () psychic damage. The target must also succeed on a Wisdom saving throw or be stunned until the end of its next turn. Creatures that fail the Wisdom save by 5 or more are also afflicted with a short-lived maddening vision: they suffer disadvantage on attack rolls and ability checks until they finish a short or long rest.
Banishment Gaze. The venganoid fixes its hollow, fever-bright gaze on one creature it can see within 60 feet. The target must succeed on a Charisma saving throw or be banished to the Nightmare Realm for 1 minute. While banished the target is incapacitated and suffers 14 () psychic damage at the end of each of its turns as the realm feeds on their fear. At the end of 1 minute, the target returns to the space it left or the nearest unoccupied space. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on the initial save, it is immune to the venganoid's Banishment Gaze for 24 hours.
Vengeful Grasp. Melee Weapon Attack: to hit, reach 5 ft., one restrained or grappled target. Hit: 18 () bludgeoning damage and 9 () poison damage. The target is automatically grappled (escape ) if it wasn't already. While grappled, the target takes 9 () poison damage at the start of each of the venganoid's turns and has disadvantage on Wisdom and Charisma saving throws.
Mirror Step. Mirror Step. When a creature hits the venganoid with an attack, the venganoid can use its reaction to teleport to an unoccupied space within 20 feet that it can see. The attack automatically targets the space the venganoid left; if a creature is in that space when the attack would resolve the attack hits them instead.
Frightening Whisper. Frightening Whisper. One creature the venganoid can see within 30 feet must succeed on a Wisdom saving throw or take 9 () psychic damage and have disadvantage on its next attack roll.
Slip. Slip. The venganoid teleports up to 30 feet to an unoccupied space it can see. It can bring along one willing or grappled creature that fails a Strength saving throw.
Haunting Echo (Costs 2 Actions). Haunting Echo. The venganoid forces a creature that failed a saving throw against its Soul Shred or Nightmareborn Aura within the last minute to repeat that failed saving throw. On a failure the creature takes 9 () psychic damage and is stunned until the end of its next turn.
Cantrips
At-Will (Innate)Illusion/Enchantment Innate magical abilities the venganoid can use without material components. Spell save DC 17, +9 to hit with spell attacks. The venganoid regains spent spell uses each dawn unless it has been slain.
1st level
Trick of Faces and MindsIllusion/Divination Disguise Self, Silent Image, Minor Illusion available at will. Detect Thoughts 2/day (as the spell).
3rd level
Psychic CoercionEnchantment Fear 2/day. Hold Person 1/day as a 3rd-level casting. Suggestion 2/day.
4th level
Nightmare TransportConjuration Banishment-like effect: Banishment Gaze above replicates a targeted short banishment to the Nightmare Realm; this functions as a unique innate ability rather than the Banishment spell. Plane Shift 1/day but only to and from the Nightmare Realm; the venganoid can forcibly pull a single target with a failed Charisma save.
5th level
Domination of WrathEnchantment Dominate Person 1/day. Dream-based variant: targets that fail are pulled partially into nightmare visions and have disadvantage on saves against the venganoid's other psychic effects.
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