An inmi is a tiny winged demon covered in sharp spines. It uses it’s ability to cast a shadow to frighten, and curse those that encounter it.
Tiny Demon, neutral evil
- Armor Class 17
- Hit Points 94(16d6 + 30)
- Speed 20ft. 60ft. Fly
STR DEX CON INT WIS CHA 4 (-3) 22 (+6) 14 (+2) 12 (+1) 18 (+4) 8 (-1)
- Saving Throws Dex +9, Wis +5
- Skills Deception +10, Persuasion +10, Stealth +13
- Damage Immunities Cold
- Condition Immunities Frightened
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
- Languages Common, Abyssal, Telepathy (120 ft.)
- Challenge 8 (3,900 XP)
Terror Shadow. When the inmi senses the presence of other beings it casts it’s shadow. The shadow acts as though it were an illusion cast by the major image spell. The shadow appears to be a large creature. A DC 15 investigation check reveals that is not a shadow creature, just a shadow. The inmi is usually at least 40 ft. Away from it’s shadow.
Hidden Terror. The inmi will hide once it’s shadow is cast, and can hide as a bonus action.
Live to fight another day. The inmi will not fight to the death, it’s primary objective is to curse as many of the party as it can before it fleas. If the inmi gets to half health it will try to flee, even if it has not cursed any of the party.
Innate Spellcasting. The inmi’s innate spellcasting ability is Wisdom (Spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Constant: Greater Image (to create the shadow only)
At will: Vicious Mockery (cast telepathically)
2/day each: Dissent Whispers, Misty Step, Mind Spike, Darkness
1/day: Dimension Door
Multiattack. The inmi makes two attacks, one shadow envelopment, and either one spell or one phobic response.
Shadow Envelopment. Mele Spell Attack: The shadow reaches out and completely envelops a creature of a size large or smaller. +7 to hit, reach 5 ft., one target. Hit: 18 (4d8+4) psychic damage and the target must succeed on a DC 15 wisdom saving throw, on a failed save the target is frightened of the shadow, and is susceptible to the inmi’s terror curse. You can repeat the save for the fear condition at the end of each of your turns, though the susceptibility to the curse remains.
Phobic Response. Ranged Spell Attack: The inmi reaches into the mind of one of it’s foes to convince it that it’s shadow is the creature’s greatest fear. +10 to hit, range 60 ft., one target. Hit: 14 (4d6+4) psychic damage and the target must succeed on a DC 15 wisdom saving throw, on a failed save it believes that the shadow is it’s greatest fear and must succeed a DC 15 wisdom saving throw before it can attack the shadow. It can repeat the save at the end of each of it’s turns.
If a creature has been frightened by the inmi’s shadow for the next 1d4 nights they must succeed on a DC 15 wisdom saving throw each night. On a failed save the creature falls to the terror curse, on a success they rest as usual. Effects of the terror curse are as follows:
Racing Mind: Whenever you take a long rest you must succeed on a DC 13 Wisdom Saving throw, on a failed save you do not gain the benefits of a long rest and gain a level of exhaustion.
Growing Fear: Each time you enter combat you must succeed on a DC 13 Wisdom Saving Throw, on a failed save you have the fear condition for the enemy closest to you. You can repeat the save a the end of each of your turns.
Cursed Panic: Those cursed with terror can choose when they enter combat to take advantage on their initiative roll, should they do so they will succumb to cursed panic. A creature can move at double it’s speed, can take two attack actions, though both attacks are with disadvantage. The cursed panic will last for one minute. After the cursed panic ends the creature gains a level of exhaustion. Additionally, the creature needs to make a DC 13 Constitution saving throw, on a failed save they are incapacitated for the next 10 minuets. During the incapacitation the creature experiences a racing heart, feelings of panic and is unable to move or respond to those around them. Once this condition wears off the creature suffers a second level of exhaustion.
The Terror Curse can only be removed by the Remove Curse, or Wish Spells.