# Freddy Krueger
Freddy was born to Amanda Krueger, the child of her rape at the hands of 1000 maniacs. As an adult, Freddy worked in the local power plant by day, but at night he abducted, raped and killed children and fed their bodies into the flames of the plant's boiler.

He was eventually caught and put on trail for the gruesome crimes, but was released on a technicality.

Enraged by his release, the parents of Springwood chased him to his power plant and burned him alive as he hid in the boiler room.

Thinking the murderer dealt with, the parent vowed never to reveal who killed the maniac and returned to their homes and lives.

Not long after his death, the children of the people who participated in the lynching began dying in their sleep.  Their parents never knowing that Freddy had returned as a dream demon and was taking his revenge on them for his death.

 ### Freddy's Lair: The Dream Realm
The Dream Realm encompasses the entirety of dreams had by sentient creatures. Anything you can image can become the relaity in the Dream Realm. Whether you yearn to fly in the clouds, dance among the stars, or be the hero you always wanted, you can in the Dream Realm. Unfortunately, Freddy is virtually unstoppable in the Dream Realm as he can manipulate it to fit his whims.


#### Lair Actions
When fighting inside The Dream Realm, Freddy Krueger can call upon his connection to take lair actions. On initiative count 20 (losing initiative ties), Freddy can take one lair action to cause of the following effects; Freddy can't use the same effect two rounds in a row: 
<ul><li>Freddy can vanish and appear as any creature, item, or person he chooses. Additional attack options can be made based on the form chosen, (e.g. bludgeoning attacks with lightning damage if he transforms into a television and shoves the target's head through the screen.) When impersonating a person, players have disadvantage on checks to see through the illusion. Freddy will also receive advantage on his first attack, at which point he will drop the impersonation</li>

<li>Freddy can cause one person to transform into a form of his desire. While transformed, the target either suffers from an appropriate Condition (Charmed, Incapacitated, etc.) or loses a power of Freddy's choice until the start of their next turn.</li>
<li>Once per encounter, Freddy can change the Dream Realm to another of his choosing, or alter the current landscape to his advantage.</ul>

#### Regional Effects

The Dream Realm has been stained and warped by the evil that has been done there. This can be felt, seen and heard by those dreaming to create one or more of the effects at any given time.

<ul><li>The Dreamer(s) can find themselves in a boiler room without warning. Any Skill rolls or Saves in the first round are taken at disadvantage.
<li>The Dreamer(s) can encounter a group of children playing while reciting Freddy's Nursery Rhyme: 1-2 Freddy's coming for you, 3-4 Better lock your door; 5-6 Grab your crucifix; 7-8 Better stay up late; 9-10 Never sleep again.
<li>The screeching of metal on metal can be heard when Freddy is near as he drags his clawed glove across nearby metal objects. A DC 17 Wisdom check is needed or the target(s) becomes frightened. The save can be made again at the end of the target's next turn.</ul>

<img src='http://nightmareonelmstreet.wikia.com/wiki/Freddy_Krueger?file=Freddy_Krueger.png' style='position:absolute;bottom:15px;right:2px;width:276px' />
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<div class='footnote'>PART 1 | Freddy Krueger</div>

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### The Waking World

#### Waking Up
A character can wake from the Dream realm, by setting an alarm for a specific number of rounds, having another character succeed on a DC 15 Strength check, or by causing 5 points of damage to themselves.

If a Character has grappled Freddy and is awoken, Freddy is pulled into the Real World and appears within 20ft. of the person who held him.

Freddy's remains are hidden somewhere in the Real World. If a character can locate the remains and bury them on holy ground, they can cause Freddy to become vulnerable in the Dream Realm.

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> ## Freddy Krueger
>*Medium Undead (Planar); Chaotic Evil*
> ___
> - **Armor Class** 15
> - **Hit Points** 129 (16d8 + 64)
> - **Speed** 30ft. In the Dream Realm, Freddy also has Burrow, Climb, Fly, & Swim, 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|20 (+5)|18 (+4)|12 (+1)|14 (+2)|8 (-1)|
>___
> - **Saving Throws** Dex +10, Int +6
> - **Skills** Acrobatics +10, Athletics +13, Deception +4, Insight +7, Intimidation +14, Stealth +15
> - **Damage Resistances** In the Dream Realm: Acid, Cold, Lightning, Thunder, Necrotic, Piercing, Slashing, & Bludgeoning. Waking World: None
> - **Damage Vulnerabilities** Fire 
> - **Condition Immunities** All.
> - **Senses** Darkvision 60 ft.
> - **Languages** Common
> - **Challenge** 16 (15,000 XP)
> ___
> ***Legendary Resistance (3/day). *** If for any reason Freddy fails a saving throw, he can choose to succeed instead.
>
> *** Regeneration. *** At the start of his turn, Freddy regains 20 hit points regardless of any effect upon him including death. He can reattach any severed body parts by holding them to the stump. This effect does not work if he has taken fire damage, if his remains in the Waking World are buried in holy ground, or if he is pulled into the Waking World.
>
> ***Dream Haunt. *** Freddy can enter the dreams of others to attack. Any Damage received there is transferred to the person in the Waking World. If the person dies in the Dream Realm, they die in the real world.
>
> ***Unkillable. *** In the Dream Realm, if Freddy is reduced to 0 hit points, he will vanish and reform 3 rounds later at full strength. If he is killed in the Waking World, he returns to the Dream Realm and reforms 24 hours later. If his remains are buried in holy ground and he is reduced to 0 hit points, he returns to the Dream Realm and reforms 2d6 months later.
>
>
### Actions
>
> ***Slash*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 14 (2d8+5) slashing damage. 
>
> ***Impale*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 21 (4d8+5) piercing damage. The target is grappled (Escape DC 15.) If they do not escape they take another 21 points (4d8+5) piercing damage at the end of their next turn. 
>
### Legendary Actions
Freddy Krueger can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Freddy regains spent legendary actions at the start of his turn. Freddy cannot access these actions if pulled into the Waking World.
>
> ***Teleport.*** Freddy can teleport next to a target within 60 ft. and make a single attack.
>
> ***Dream Within a Dream. (Costs 2 Actions)*** When a character attempts to wake themselves from the Dream Realm, Freddy can project the illusion that they have succeeded.
>
> ***Exploit Weakness. (Costs 2 Actions)*** Freddy can use one of his attack actions to attack a target using a Flaw or Phobia. If attacking a Flaw, Freddy has Advantage on his attack and can cause 8 (1d10+5) points of damage, plus 10 points of Necrotic Damage. If attacking a phobia, the target must make a DC 17 Wisdom check or become Paralyzed with fear. Any attack against a Paralyzed target is considered a surprise attack.







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<div class='footnote'>PART 2 | Freddy Krueger</div>




<div class='footnote'>PART 2 | BORING STUFF</div>