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Dendar the Night Serpent

S
ome say that Dendar the Night Serpent was Dendar has been known by many names throughout the
created the first time a mortal creature had a ages. Different civilizations have different uses for a
dream. They believe that she was created to be legendary creature that swallows nightmares in an attempt to
the dream’s opposite, and that had the first mortal bring about the end of the world. The ancient Rus called her
had a nightmare instead, a beautiful creature of Nidhogg, and believed that she would gnaw the roots of the
goodness and light would now roam the Gray world tree that connects all things, until it could no longer
Waste, swallowing good dreams rather than survive. The people of Calimport believe that she is the
nightmares. Debate rages on whether or not this fate would mother of the Night Parade, although this is not true. And in
have been better for the world. Since her creation, Dendar Chult, the followers of Ubtao believe that Dendar lives
has been devouring the nightmares of mortals, gathering underneath the Peaks of Flame, and that she will emerge
them in her gullet where they swim in an eternal miasma of through a massive iron door to devour the sun. Although she
fear and hatred. She takes pleasure in swallowing the fears of sometimes slithers across the lower planes, Dendar is
mortals and immortals alike, particularly enjoying the fancies content to spend most of her time in her lair, contentedly
of kings and gods. gorged on the world’s unremembered nightmares. She lives
The Night Serpent is said to be the harbinger of the end of in a vast cave near the river that surrounds the Fugue Plane,
the world, so that when she has swallowed enough and the hiss of her breathing echoes throughout that plane as
nightmares, she will come forth from her lair to douse all of she sleeps.
existence in darkness and fear. Even the gods will be unable She is automatically aware of any creature that approaches
to stop her, because they are subject to the same nightmares her cave, and she awakens in order to savor the taste of their
as the mortals who serve them. A sect of plane-hopping worst nightmares before she destroys them.
clerics and monks of Kelemvor (formerly Myrkul) believe that
it is their sacred duty to stop this from happening. They train
every generation to hunt the Night Serpent on her plane,
forcing her to expend precious nightmares in defense of her
lair and her life.
Although these religious fanatics know that they go to their
deaths when they move against Dendar, they believe that they
are vital to the continued existence of Faerûn and its people.
Dendar the Night Frightful Presence. Each creature of Dendar's choice
that is within 120 feet of Dendar and aware of her
Serpent must succeed on a DC 26 Wisdom saving throw or
Gargantuan Monstrosity (titan), Neutral Evil become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Armor Class 17 (natural armor) the effect on itself on a success. If a creature's saving
Hit Points 770 (44d20 + 308) throw is successful or the effect ends for it, the
Speed 80ft., climb 80. creature is immune to Dendar's Frightful Presence for
the next 24 hours.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft.,
STR DEX CON INT WIS CHA
one target. Hit: 36 (4d12 + 10) piercing damage plus
30 (+10) 13 (+1) 25 (+7) 24 (+7) 24 (+7) 29 (+9) 14 (4d6) psychic damage. If the target is a creature,
the Nighmare Venom triggers, it is grappled (escape DC
Saving Throws Con +16, Wis +16, Cha +27 20). Until this grapple ends, the target is restrained,
Skills Arcana +16, Perception +16, Stealth +19 and Dendar can't bite another target.
Damage Resistance psychic and cold Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one
Damage Vulnerabilities radiant target. Hit: 24 (4d6 + 10) bludgeoning damage. If the
Damage Immunities necrotic, poison; bludgeoning, target is a creature, it must succeed on a DC 20
piercing, and slashing that is nonmagical Strength saving throw or be knocked prone.
Condition Immunities charmed, exhaustion, frightened,
poisoned, petrified, prone Swallow. The Night Serpent makes one bite attack
Senses darkvision 120 ft., truesight 60 ft., passive against a Large or smaller creature she is grappling. If
Perception 17 the attack hits, the target takes the bite's damage, the
Languages all, telepathy 120 ft. target is swallowed, and the grapple ends. While
Challenge 30 155,000 XP) swallowed, the creature is blinded and restrained, it has
total cover against attacks and other effects outside
the Night Serpent, and it takes 39 (2d10+28)
Nightmare Scales. Anyone striking the Night Serpent in
bludgeoning damage at the start of each of Dendar's
melee combat causes one of her scales to fly off. Each
turns.
scale contains a consumed nightmare, which is
unleashed on the assailant, who must make a DC 19 If Dendar takes 100 or more slashing or piercing
Intelligence saving throw. On a failed save, the target damage on a single turn from a creature inside her, the
takes 39 (7d10) psychic damage and is frightened of creature cuts a way out. Once a creature has escaped
the manifestation, believing it to be real. The ilusion this way, the hole is sealed by muscle contractions.
lasts for up to 1 minute and can’t be harmed. The Other swallowed creatures must find their own way
target can repeat the saving throw at the end of each of out.
its turns, ending the illusion on a success, or taking 39
(7d10) psychic damage on a failure. Legendary Actions
Crush. Dendar can move through and end her turn on Dendar can take 4 legendary actions, choosing from
the space of any creature of size Large or smaller, the options below. Only one legendary action can be
crushing them. Creatures crushed by the Night Serpent used at a time and only at the end of another creature's
take 46 (4d8+28) points of bludgeoning damage and turn. Dendar regains spent legendary actions at the
must attempt a DC 27 Dexterity saving throw. Failure start of her turn.
means the creature is restrained beneath her body, Unleash Nightmares. (Costs 4 Actions) If the Night
automatically taking crush damage each round until the Serpent's current Hit Points are less than 400 HP, she
creature is no longer in a space occupied by the Night can cause any being on any plane to relive their worst
Serpent. nightmares at the cost of postponing the end of the
Nightmare Venom. Any creature struck by Dendar’s Bite world.
attack must succeed on a DC 26 Constitution save or Dendar can unleash this ability as a breath weapon in
be poisoned and fall unconscious. While in this state, combat, if she does so, all creatures within a 100-foot
the character is assailed by a constant stream of his cone must succeed at a DC 26 Charisma saving throw,
worst nightmares, taking 39 (7d10) psychic damage and those that fail are carried by their own nightmares
each turn. This effect continues until the creature dies into the Night Serpent’s belly, in addition to being
or the poisoned condition is cured, in which case the driven insane.
creature wakes up.
An insane creature can't take actions, can't understand
Innate Spellcasting (3/Day). Dendar can innately cast what other creatures say, can't read, and speaks only in
Plane Shift (spell save DC 26). Her spellcasting ability gibberish. The DM controls its movement, which is
is Charisma. erratic. This insanity can be cured only by a Greater
Legendary Resistance (3/Day). If Dendar fails a saving Restoration or Wish spell.
throw, she can choose to succeed instead. Any creatures inside Dendar are thrown out when she
uses Unleash Nightmares and land prone at on a
Actions random space within 10 feet of the Night Serpent.
Multiattack. Dendar can use her Frightful Presence. She Lunge (Costs 2 Actions). The Night Serpent makes one
then makes three attacks: two with her Bite and one Bite attack or uses its Swallow.
with her Tail. She can use Swallow instead of her Bite.
Slither. Dendar moves up to half her speed.

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