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Incubus
Islo Frid, known as Incubus, is a dhampir bard resurrected through void leakage after the destruction of Port Hollow. At Von Queef University, he joined the First Five less from loyalty than curiosity, ambition, and the pleasure of watching new power take shape. Polished, predatory, and socially precise, Islo treats charm as both art and weapon. His Witchborn nightmare resonance lets him intrude upon dreams, amplify fear, and turn psychic terror into performance. He is not the loudest threat in a room, but he may be the one already waiting in someone’s sleep.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Islo Frid, known as Incubus, is a dhampir bard resurrected through void leakage after the destruction of Port Hollow. At Von Queef University, he joined the First Five less from loyalty than curiosity, ambition, and the pleasure of watching new power take shape. Polished, predatory, and socially precise, Islo treats charm as both art and weapon. His Witchborn nightmare resonance lets him intrude upon dreams, amplify fear, and turn psychic terror into performance. He is not the loudest threat in a room, but he may be the one already waiting in someone’s sleep.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Nightmare is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Aspect Library Support
Open aspectDrowsy Whisper
Whisper a sleep-heavy phrase at one creature within range. The target must make a WIS save or take 4 (1d8) psychic damage and subtract 1d4 from the next Perception, Insight, or initiative roll it makes before the end of its next turn.
Bad Dream Omen
Choose one sleeping, frightened, or unsettled creature within range. You sense the emotional shape of its dreams or fears, learning whether it is afraid, angry, grieving, guilty, hungry, or calm. You do not learn specific thoughts unless another power allows it.
Sleep
Choose creatures in a 10-ft. radius sphere centered on a point within range. Each target must make a WIS save or become drowsy and incapacitated until the end of its next turn. A target that fails this save while already drowsy falls unconscious for the duration. The effect ends on a target if it takes damage or a creature uses an action to wake it.
Cause Fear
Choose one creature you can see within range. The target must make a WIS save or become frightened of you for the duration. The target repeats the save at the end of each of its turns, ending the effect on a success. Creatures that cannot dream have advantage on the save.
Nightmare Scratch
Rake one creature’s waking mind with dream-claws. Make a ranged power attack. On a hit, the target takes 7 (2d6) psychic damage. If the target is frightened, asleep, or has failed a save against one of your Nightmare powers this round, add your INT modifier to the damage.
Lullaby Veil
A hush of dream-static surrounds you. Creatures of your choice in the emanation have advantage on checks made to move quietly, fall asleep, or resist being frightened. Hostile creatures in the emanation have disadvantage on Perception checks relying on sound.
Phantasmal Killer
Create a nightmare visible only to one creature within range. The target must make a WIS save, taking 18 (4d8) psychic damage and becoming frightened for the duration on a failed save, or half damage with no fear on a success. A frightened target repeats the save at the end of each turn, ending the effect on a success or taking the damage again on a failure.
Mist of Mourning
Summon a thin dream-mist in a 20-ft. radius sphere centered on a point within range. Hostile creatures that enter for the first time on a turn or start there must make a CHA save or be filled with hopeless dream-grief until the end of their next turn. An affected creature’s speed is halved, it has disadvantage on attack rolls, and it subtracts 1d8 from damage rolls.
Dreamwalk Message
Target one creature you know on the same plane. You or a willing creature you touch enters a trance as dream messenger. If the target sleeps during the duration, the messenger appears in its dream and can converse, shape scenery, or deliver a message. If made terrifying, the target must make a WIS save when it wakes or take 3d6 psychic damage and gain no benefit from that rest.
Fearful Paralysis
Choose one frightened, sleeping, or drowsy creature within range. The target must make a WIS save or become paralyzed by nightmare pressure until the start of your next turn. On a success, its speed is reduced by 10 ft. until the start of your next turn.
Dream
Target one creature you know on the same plane. You or a willing messenger enters a trance and appears in the target’s dreams if it sleeps. You may converse, observe symbolic dream imagery, or shape the dream. If you make the dream a nightmare, the target must make a WIS save when it wakes or take 22 (4d10) psychic damage and gain no benefit from the rest.
Dream Eater
Choose one sleeping, frightened, charmed, confused, or madness-afflicted creature within range. The target must make a CHA save, taking 31 (7d8) psychic damage on a failed save, or half on a success. If the target fails, you may end one sleep, fear, charm, confusion, or madness effect on it and gain temporary hit points equal to the damage dealt.
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Access candidate Public Character
1/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
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Private sheet is only for the owner and DM.
Character Playability
Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
1/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Nightmare has 42 sheet-ready powers; the character sheet has 0 action/resource hooks.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
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Relationships
family
Frid
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Tags
Nightmare is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
groupVon Queef University currently has 76 linked character entries in the World of Jericha archive.
groupThe first student cohort of Von Queef University after its reopening under Baron von Queef, remembered as a symbolic Witchborn generation.