The dream where your teeth fall out. Everyone has had it. This is that dream given a body. It is raining teeth. They are not yours. You think about your own teeth. You run your tongue across them. Something is wrong. Something is always wrong with the teeth. The clicking gets louder.

Anchor Phobia Health anxiety, bodily decay, the loss of control over physical integrity, the universal dental nightmare.
Armor Class 13
Hit Points 45 (10d6 + 10)
Speed 0 ft., fly 40 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (−1) | 16 (+3) | 12 (+1) | 4 (−3) | 10 (+0) | 8 (−1) |
Condition Immunities prone, grappled, restrained
Senses blindsight 30 ft., passive Perception 10
Challenge 4 (1,100 XP) Proficiency Bonus +2
Traits #
Nightmare Creature. Requires +2 magical weapons to damage. Spells of 2nd level or lower fail automatically. Reduced to 0 HP, expelled to its dimension. Disadvantage on attacks in full natural sunlight.
Enamel Rain. Any creature that starts its turn within 20 feet of the teeth-weeper takes 3 (1d6) piercing damage from falling enamel shards. Visibility in the area is halved.
Clicking Dread. The first time a humanoid hears the teeth-weeper, it must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn.
Actions #
Multiattack. The teeth-weeper makes one Bite attack and one Tooth Swarm attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 13 Wisdom saving throw or contract the Somatic Lie (see below).
Tooth Swarm. Ranged Weapon Attack: +5 to hit, range 20 ft., one target. Hit: 7 (2d6) piercing damage.
The Somatic Lie #
The infected creature is not physically rotting — its body is completely intact. It experiences complete sensory fabrication: loosening teeth, the smell of decay, skin softening, structural failure throughout the body.
While infected: −2 to all saving throws. Each morning, DC 13 Constitution save or spend the first hour of the day incapacitated. Each day of infection, accumulate −1 to attack rolls. At −4 accumulated penalty the creature is incapacitated, fully convinced its body cannot function.
Cure: A lesser restoration or remove disease spell immediately removes the infection and all accumulated penalties — there is nothing physically wrong, only the perception of it.
