b'Cauchemange, Incorporeal \n'b'  Family:   Cauchemange  \n'b'  Medium   aberration ,  neutral evil  \n'b'  Armor Class  13  Hit Points  77 (14d8 + 14)  Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 6 (\xe2\x80\x932) DEX:  16 (+3)  CON:  12 (+1)  INT:  13 (+1)  WIS:  15 (+2)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +6,  Perception  +5  Damage Immunities  poison  Damage Resistances  acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  deafened ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  120 ft., passive  Perception  15  Languages  the languages of its host, telepathy 60 ft.  Challenge  5 (1,800 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Happiness Susceptibility . If a creature within 30 feet of the incorporeal cauchemange uses an action to make a DC 14  Charisma  ( Performance ) check and succeeds, creating a presentation that inspires happiness or hope, the cauchemange has disadvantage on  attack  rolls until the end of the performing creature\xe2\x80\x99s next turn. \n'b'  Implant Larva . If a humanoid dies due to damage the incorporeal cauchemange deals, a cauchemange larva emerges from the corpse 8 hours later. \n'b'  Incorporeal Movement . The cauchemange 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'  Nightmare Aura . Each creature of the incorporeal cauchemange\xe2\x80\x99s choice that starts its turn within 60 feet of the cauchemange must succeed on a DC 14  Wisdom  saving throw or sense the cauchemange as something to be feared, becoming  frightened  until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the  Nightmare  Aura of all cauchemanges for 1 hour. \n'b'  Psychic Teleport (Recharge 4\xe2\x80\x936) . As its movement, the cauchemange can  teleport  to an unoccupied space within 40 ft. of it, provided that the space is within 10 ft. a creature with an  Intelligence  score of 3 or higher. The cauchemange doesn\xe2\x80\x99t need to see the destination. \n'b'  Thought Location . The incorporeal cauchemange can detect creatures within 60 feet that have an  Intelligence  of 2 or higher, provided they aren\xe2\x80\x99t constructs or undead. Effects that prevent  divination  from working on a creature thwart this sense. This sense penetrates barriers, but 2 ft. rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks it. The cauchemange can\xe2\x80\x99t be surprised by a creature it can sense. \n'b'\n'b' ACTIONS \n'b'\n'b'  Touch .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 16 (3d8 + 3) psychic damage. The target must succeed on a DC 14  Charisma  saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'  Killing Nightmare (Recharges after a Short or Long Rest) . The incorporeal cauchemange releases a telepathic wave of amplified horror. Each  frightened  creature of the cauchemange\xe2\x80\x99s choice within 30 feet of the cauchemange must make a DC 14  Charisma  saving throw. On a failure by 5 or more, a creature drops to  0 hit points . If the save fails, the creature takes 25 (4d10 + 3) psychic damage.'