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npcs:nightmare_of_ashihama
Nightmare of ashihama
Nightmare of ashihama
Availability Everyone
Examine
Sweet dreams are most definitely not made of this.
Combat level 814
Hitpoints 2,400
Aggressive yes
Poisonous No
Max hit 50/60 (Melee)
Weakness Crush
Attack styles
Melee/magic/range
Combat stats
Attack Strength Defence Magic Ranged
150 150 150 150 150
Aggressive stats
Stab Slash Crush Magic Ranged
+140 +128 +N/A +140 +140
Defensive stats
Stab Slash Crush Magic Ranged
+120 +180 +40 +600 +600
Other bonuses Immunities
Monster's strength bonus Monster's ranged strength bonus Monster's attack bonus Poison Venom
+0 +64 +65 Immune Immune
Attack speed
Nightmare Of Ashihama

The Nightmare of Ashihama, often simply referred to as The Nightmare, is a large, otherworldly horror who feeds on the life force of sleeping people, giving her victims horrible nightmares until their life force is completely drained and expires. There are no requirements to fight The Nightmare other than access to Morytania.

The Nightmare currently resides within the Sisterhood Sanctuary under the town of Slepe. While her physical body is found in the Sisterhood Sanctuary, upon starting the fight, players will be transported to her dream world, where the fight arena takes on a different appearance which contains various Eastern motifs, such as Torii gates.

Getting there

Spellbook → Monsters teleport → #6 The Nightmare of Ashihama

Special Attacks

Grasping Claws: The Nightmare will spawn a black portal underneath her, and numerous smaller “end” portals before sticking her claws inside. If the player stands on any portal, they will take up to 50 damage. Simply move into a tile free of a black portal to avoid damage. The Nightmare uses this attack during all three phases.

Sleepwalkers: At the start of the second and final phases, the Nightmare will summon sleepwalkers that walk toward her, the number of which is dependent upon the number of players in the instance, ranging from 1-24. They possess 10 health, but instantly die upon taking any damage. At the end of this attack, she will charge up a powerful blast that hits all players in the room for a minimum of 5 damage. The more sleepwalkers she absorbs, the more damaging this blast becomes, capable of dealing over 70 damage to each player in masses. This damage is unavoidable, so kill as many sleepwalkers as possible before they reach the Nightmare. In a solo encounter, if the player doesn't kill the sleepwalker, the subsequent charge will always kill them.

Husks: The Nightmare spawns two husks around random players in her arena. The targeted players will be frozen in place until the husks are killed. The blue, skinny husk uses magic attacks, while the green, bulky husk uses ranged attacks. The Nightmare will not spawn Grasping Claws portals under players that are frozen by the husks, however if the player is under the Nightmare while frozen by husks they will still take damage. The Nightmare only uses this attack during phase 1.

Flower Power: The Nightmare will divide the room into four equal quadrants with lines of flowers. One quadrant will be safe as indicated with white nightmare flowers, while the remaining quadrants are unsafe as indicated with red nightmare berries. If players are in the incorrect quadrant, they will take rapid damage, and any attacks that would harm her instead heal her. The Nightmare only uses this attack during phase 1.

Curse: A pink glow fills the player's screen and protection prayers are shuffled. Clicking on Protect from Magic activates Protect from Missiles, Protect from Missiles activates Protect from Melee and Protect from Melee activates Protect from Magic. An easy way to remember this is that the Prayers are shifted over by one to the left. After 5 attacks, the curse is lifted. The Nightmare only uses this attack during phase 2.

Parasites: The Nightmare throws a parasite onto random players. After it has grown, it will burst out of the player and deal damage to them, and will then begin healing The Nightmare until killed. Drinking a dose of Sanfew serum or Relicym's balm before it emerges will weaken the parasite and greatly reduce the damage taken when the parasite bursts out. The Nightmare only uses this attack during phase 2. You can now create Sanfew serums by adding, in order, unicorn horn dust, snake weed and nail beast nails to a super restore. This requires a herblore level of 65 and yields 1,200 herblore XP (400 XP for each step).

Surge: The Nightmare will teleport to one of the four edges of the room, then immediately surge across to the opposite side dealing up to 60 damage to anyone caught in her path. Move out of the way to avoid taking damage. The Nightmare only uses this attack during phase 3.

Spores: Puffshroom like objects spawn around the arena. Standing within 1 tile of one will cause it to explode, causing the player to become weary; their run is disabled and their attack speed is lowered by 1 tick for a short duration. The Nightmare only uses this attack during phase 3.

Uniques

Gear Setups

Rewards

Unique Rewards
Item Quantity Droprate
Nightmare Staff Nightmare Staff 1 1/166
Inquisitor's great helm Inquisitor's great helm 1 1/250
Inquisitor's Hauberk Inquisitor's Hauberk 1 1/250
Inquisitor's plateskirt Inquisitor's plateskirt 1 1/250
Inquisitor's mace Inquisitor's Mace 1 1/500
Eldritch Orb Eldritch orb 1 1/666
Harmonised Orb Harmonised orb 1 1/666
Volatile Orb Volatile Orb 1 1/666
Little Nightmare Little Nightmare 1 1/500
npcs/nightmare_of_ashihama.txt · Last modified: 2024/04/14 23:50 by Castlewar