Legendary Resistance (3/Day). If The Sleeper fails a saving throw, he can choose to succeed instead.
Magic Weapons. The Sleeper's weapon attacks are magical.
Teleport. As part of the Sleeper's movement action, if within 5 ft of a body of still water, he may teleport to any other body of still water anywhere in his lair.
Spellcasting. The Sleeper is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +11 to hit with spell attacks). It requires no material components to cast its spells. The Sleeper has the following spells prepared:
Cantrips (at will): druidcraft, gust, mold earth, thorn whip
1st level (4 slots): earth tremor, ensnaring strike, entangle
2nd level (3 slots): earthbind, spike growth
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): erupting earth, plant growth
5th level (1 slot): wall of stone
Charge. The Sleeper charges at least 30 ft and up to 60 ft. Any objects or creatures in its path must make a DC 16 dexterity saving throw or take 16 (2d12 + 2) bludgeoning damage. Any inanimate objects are destroyed and creatures are pushed outside of the Sleeper's path. All terrain that the Sleeper passes over becomes difficult terrain.
Multiattack. The Sleeper makes three attacks, two with its claws and one with its hooves.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 6) bludgeoning damage.
The Sleeper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Sleeper regains spent legendary actions at the start of its turn.
Claw Attack. The Sleeper may make one claw attack.
Charge (Costs 2 Actions). The Sleeper may use it's charge action.
Petrified Earth (Costs 2 Actions). The Sleeper causes stone spikes to erupt from the ground in a 30-foot radius centered on him. The area becomes difficult terrain until the start of his next turn. Any creature, other than The Sleeper, takes 9 (2d8) piercing damage for every 5 feet it moves on those spikes.
Cast a Spell (Costs 3 Actions). The Sleeper casts a spell from its list of prepared spells, using a spell slot as normal.
Lair and Lair Actions
The Sleeper's Lair
Cryptmire Forest is presided over by a single beast of immeasurable power and much of that power is due to his mastery of the forest itself. He seems to step between the trees and stones themselves, vanishing into the earth only to appear beside you with no warning. The lair is constantly shrouded in a dense fog, limiting creature's vision to 15 ft.
Lair Actions
On initiative count 20 (losing initiative ties), the Sleeper can take a lair action to cause one of the following effects; the Sleeper can’t use an effect again until it finishes a short or long rest:
- The terrain within the Sleeper's lair changes under his control. With a roar, he may make the entire lair difficult terrain for the next 3 rounds.
- The weather within the Sleeper's lair changes at his whim. The sleeper may change the weather to any other weather pattern he chooses.
- While within the Sleeper's lair fog, the effects of are significantly altered. Each lair action, the DM rolls a d12 and that many months passes outside the Sleeper's lair during that round of combat.
- The Sleeper may cause all creatures within the fog of its lair to change places with another creature of the same size.
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