Sources
CR
Type
Size
Alignment
Movement

Feyr

Large Aberration, Chaotic Evil

Armor Class 16 (natural armor)
Hit Points 88 (16d10)
Speed 0 ft., fly 50 ft. (hover)
STR
16
+3
DEX
16
+3
CON
11
+0
INT
14
+2
WIS
14
+2
CHA
11
+0
Saving Throws INT +5, WIS +5
Skills Perception +5, Stealth +9
Condition Immunities Frightened
Senses darkvision 120 ft., passive Perception 15
Languages
Challenge 5 (1,800 XP)

Traits

Unusual Nature. The feyr doesn't require air.

Actions

Multiattack. The feyr makes one Frightful Bite attack and one Tentacle attack.

Frightful Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:8 (1d10 + 3) piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a DC 13 Wisdom saving throw or be frightened of the feyr until the end of the feyr's next turn.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit:17 (4d6 + 3) psychic damage, and the target is grappled (escape DC 13). Until this grapple ends, the feyr can't use this tentacle against other targets. The feyr has two tentacles, each of which can grapple one creature.

Invisibility. The feyr becomes invisible until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible.

Nightmare Fuel (1/Day). The feyr targets one unconscious creature it can see within 10 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or take 27 (5d10) psychic damage, and the feyr gains temporary hit points equal to the damage dealt.

Lore

A feyr (pronounced "fear") is a tentacled horror that feeds quietly on strong emotions. To minimize the chance of harm to itself, it prefers to devour the nightmares of other creatures while they sleep.