Deepspawn Nightmare
Medium natural humanoid (reptile)
Level 17 Lurker XP 1600

Initiative +17        Senses Perception +8; Darkvision
HP 128; Bloodied 64
Regeneration 10 (if the deepspawn nightmare takes radiant damage, regeneration does not function until the end of its next turn)
AC 31; Fortitude 29, Reflex 29, Will 29
Resist 10 psychic
Speed 6, climb 6 (spider climb)

Death Spear (standard, at-will) Necrotic, Weapon

+26 vs AC; 1d8+9 necrotic damage, and the target is weakened (save ends).

Tail (standard, at-will) Sleep

Reach 2; +22 vs AC; 3d6+8 damage, and the target is dazed (save ends). First Failed Saving Throw: The target is dazed and slowed (save ends both). Second Failed Saving Throw: The target falls unconscious (save ends).

Nightmare Form (standard; at-will) Polymorph

The deepspawn nightmare can alter its physical form to appear as an enemy of its choice. While the nightmare is adjacent to that enemy, roll 1d20 whenever a melee or ranged attack targets the nightmare. On a roll of 10 or higher, the attack instead targets the copied enemy. The copied enemy’s attacks are not subject to this effect.

Nightmarish Torment Psychic

If the deepspawn nightmare’s melee attack hits an enemy it is copying with nightmare form or a sleeping target, that target takes ongoing 10 psychic damage (save ends) in addition to the attack’s other effects.

Alignment Evil        Languages Common, Deep Speech, Draconic
Skills Acrobatics +18, Bluff +18, Stealth +18, Thievery +18
Str 19 (+12)      Dex 20 (+13)      Wis 11 (+8)
Con 20 (+13)      Int 13 (+9)      Cha 20 (+13)

Equipment: death weapon +4 spear .

Published in P2 Demon Queen Enclave, page(s) 17.