b'Night Terror \n'b'  Small   aberration ,  chaotic evil  \n'b'  Armor Class  19  Hit Points  35 (10d6)  Speed  0 ft., fly 50 ft.\n'b' STATS STR: 1 (-5) DEX:  28 (+9)  CON:  10 (+0)  INT:  15 (+2)  WIS:  16 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +6,  Stealth  +12  Damage Immunities  fire, lightning  Condition Immunities   poisoned   Senses   blindsight  30 ft.,  darkvision  60 ft., passive  Perception  16  Languages  Common, Deep Speech  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Feed on Fear . The night terror regains 10  hit points  at the start of its turn if it has at least 1 hit point and a creature within 30 feet of it has the  fear  condition. \n'b'  Incorporeal Movement . The night terror can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'  Illumination . The night terror sheds dim light in a 5- to 20foot radius. The night terror can alter the radius as a bonus action. \n'b'  Light Sensitivity . While in bright light, the night terror has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Limited Magic Immunity . The night terror can\xe2\x80\x99t be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b'  Actions \n'b'   Chill .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 19 (3d6 + 9) cold damage, and the target must succeed on a DC 15  Wisdom  saving throw or be  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Invisibility . The night terror and its  light  magically become invisible until it attacks or until its concentration ends (as if concentrating on a spell).'