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><img src='https://ddragon.leagueoflegends.com/cdn/img/champion/splash/Nocturne_0.jpg' 
  style='width:325px' />
> ## Nocturne, the Eternal Nightmare
>*Medium fiend (demon), chaotic evil*
> ___
> - **Armor Class** 16
> - **Hit Points** 187 (25d8 + 75)
> - **Speed** 0 ft., fly 40 ft. (hover) 
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2 (-5)|22 (+6)|16 (+3)|20 (+5)|17 (+3)|23 (+6)|
>___
> - **Saving Throws** Dex +14, Int +13, Wis +11, Cha +14
> - **Skills** Deception +22, Insight +19 Perception +11, Stealth +22
> - **Damage Resistances** acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
> - **Damage Immunities** cold, lightning, poison
> - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
> - **Senses** darkvision 240 ft. (penetrates magical darkness), passive Perception 21
> - **Languages** All, telepathy 120 ft.
> - **Challenge** 26 (90,000 XP)
> ___
> ***Incorporeal Movement.*** Nocturne can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
>
> ***Innate Spellcasting.*** Nocturne's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:
>
>At will: darkness, detect thoughts, dream <br>
>1/day each: plane shift (self only), psychic scream <br>
>
> ***Legendary Resistance (3/Day).*** If Nocturne fails a saving throw, he can choose to succeed instead.
>
> ***Light Sensitivity.*** While in bright light, Nocturne has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ***Master of Shadows.*** While in dim light or darkness, Nocturne can use a bonus action to hide or teleport up to 120 feet to an unoccupied space he can see that is also in dim light or darkness. He can also teleport up to 120 feet to an unoccupied space within 5 feet of a creature who is frightened of him. 
>
> ***Shroud of Darkness.*** Nocturne is always surrounded by a sphere of magical darkness, as per the *darkness* spell, unless it is dispelled. Other creatures can only see through the darkness with truesight. 
>
> A magical light source of 6th-level or higher  dispels the shroud until the beginning of Nocturne's next turn, or if it is a lasting effect, for the duration the light remains if Nocturne is within the affected area. If Nocturne takes radiant damage, the shroud is also dispelled until the beginning of his next turn. 
>
> ***Unspeakable Horror.*** When a target ends its turn frightened of Nocturne, it takes 33 (6d10) psychic damage. 
>
> ### Actions
>
> ***Multiattack.*** Nocturne uses his paranoia, then makes an attack with duskbringer and three attacks with his umbra blade. 
>
> ***Duskbringer.*** *Ranged Weapon Attack:* +14 to hit, range 60 ft., one target. *Hit* 17 (2d10 + 6) force damage. On a hit, or upon reaching maximum range if it misses the target, the *darkness* spell is cast centered on the creature or the point, and lasts until the end of Nocturne's next turn.  
>
> ***Umbra Blade.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit* 12 (1d12 + 6) slashing damage. 
>
> ***Paranoia.*** Each creature of Nocturne's choice that is within 120 feet of him must make a DC 22 Wisdom saving throw. On a failed save, a creature becomes blinded for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Nocturne's paranoia for the next 24 hours.
>
> ***Possession (Recharge 6):*** One humanoid that Nocturne can see within 5 feet of him must succeed on a DC 22 Charisma saving throw or be possessed by Nocturne; Nocturne then disappears, and the target is incapacitated and loses control of its body. Nocturne now controls the body but doesn't deprive the target of awareness. Nocturne can't be targeted by any attack, spell, or other effect, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. He otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Nocturne ends it as a bonus action, or Nocturne is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, Nocturne reappears in an unoccupied space within 5 feet of the body. The target is immune to Nocturne's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
>
>\page

>### Legendary Actions
>
>Nocturne can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Nocturne regains spent legendary actions at the start of his turn.
>
> ***Fear.*** A creature Nocturne can see within 30 feet must succeed on a DC 22 Wisdom saving throw or drop whatever it is holding and become frightened oh Nocturne for 1 minute. While frightened, a creature must take the dash action and move away from him by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to Nocturne, the creature can repeat the saving throw. On a successful save, the effect ends for that creature.
>
> ***Move.*** Nocturne moves up to his speed without provoking opportunity attacks. 
>
> ***Fear Paralysis (Costs 2 Actions).*** A target creature Nocturne can see within 60 feet must succeed on a DC 22 Wisdom saving throw or be paralyzed for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success. 
>
> ***Umbra Slash (Costs 2 Actions).*** Nocturne makes a weapon attack against each creature within 10 feet of him. He regains hit points equal to half of the damage dealt from these attacks.