The Elder Scrolls: Tamriel world illustration - Fantasy theme
Fantasy

The Elder Scrolls: Tamriel

J
Jefferson

Tamriel: 9 Provinces, 5 Oceans, 19 Planes, 150 Villages, 64 Cities and a very long roadmap!


Author's Note: Slowed down but still alive and makin progress The World Contains: 64 cities, 150 villages, 7 provinces, 5 oceans, all canon regions within each province, 127 TES canon spells (and most 5e), 15 Races, and the map which I made/edited with Inkarnate. POI's in progress, 530 Points rn / Thousands to go lol NPC's in progess, 450 NPC's rn Tavern Starts: The Oak and Sentinel - Cyrodiil The Sapphire Dancer - Hammerfell The Silver Hart - High Rock The Luminous Bough - Summerset The Verdant Hollow - Valenwood The Dustwalker’s Den - Elsweyr The Muckwallow Lantern - Black Marsh The Silted Hound - Morrowind The Sleeping Giant Inn - Skyrim As the beastfolk say, "May your road lead you to warm sands" CRASH WARNING on Locations tab v v v v v v v
Played830 times
Cloned120 times
Created
169 days ago
Last Updated
3 days ago
VisibilityPublic
Mind Terror
CR 7Medium Monstrosity
Mind Terror
HP Range100 - 140 (Avg: 120)
AC15
XP3900

Description

Mind Terrors are grotesque, otherworldly beings composed of distorted dreamstuff given monstrous form. They feed on fear and confusion, using illusions and psychic assaults to unravel the minds of their prey before striking physically, often tormenting victims with loops of terror or false realities.

Details
SizeMedium
TypeMonstrosity
CR7
XP3900
LanguagesTelepathy 120 ft.
Defenses
Armor Class15
HP Range100 - 140 (Avg: 120)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Invisibility

The Mind Terror can magically turn invisible until it attacks or until its concentration ends (as if concentrating on a spell). It reappears at the end of its turn.

Nightmare Loop

The Mind Terror creates an illusory environment that traps a creature within a 30-foot radius. The target must succeed on a DC 16 Wisdom saving throw or be incapacitated and experience vivid nightmares, taking 10 (3d6) psychic damage at the start of each of its turns until it escapes.

Psychic Assault

The Mind Terror targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Intelligence saving throw or take 27 (6d8) psychic damage and be frightened until the end of its next turn.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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