Huge Dragon, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +11, WIS +7, CHA +9
Skills Deception +15, Perception +12, Stealth +5
Damage Immunities Psychic
Condition Immunities Stunned, Unconscious
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Telepathy
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its breath weapon if charged. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) psychic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Dream Breath (Recharge 5–6). The dragon exhales sparkling dust in a 60-­foot cone. Each creature in the cone must make a DC 19 Con saving throw or be put to sleep until the end of their next turn. A creature that makes the saving throw comes under the effects of Phantasmal Killer.

Bonus Actions

As a bonus action, the dragon can cause 1 creature who is frightened to fall prone as utter fear takes over their mind, DC saving throw Wisdom 18.

Legendary Actions

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Tail Attack. The dragon makes a tail attack.

Incorporeal Movement. The Dream Dragon becomes incorporeal until the start of its next turn.

Illusionary Duplicate (Costs 2 Actions). The dragon creates an illusionary duplicate of itself; within 60 foot range, until the start of it's next turn. This duplicate can make one breath weapon attack before it dissipates. 

Description

The Dreammare dragon has shimmering purplish hued scales that almost make it seem incorporeal. 

It doesn't care about killing it's victims, only wanting to put them into a slumber so that it may feast upon the dreams and nightmares. When a creature has succumb to the dragons sleep ability (not magical), they enter the dragon's private dream realm.

Once all of those it can sense in it's area have been subdued, the dragon enters it's private dream realm to feed. In this state, it is ethereal to the Material Plane. Those who are trapped in the dream realm must figure out how to defeat the dragon to escape.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Dream Dragon can take a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The dragon creates a magical fog that fills a 60-foot radius centered on a point it can see within 120 feet of it. The fog spreads around corners. Each creature in the fog must succeed on a DC 22 Constitution saving throw or become disoriented with poison until the start of its next turn. The fog lasts until initiative count 20 on the next round.
  • The dragon causes the area around it in a 30-foot radius to warp and shift, creating hallucinatory terrain. Creatures must make a DC 22 Wisdom saving throw at the start of their turn or be disoriented and take 10 (3d6) psychic damage.

Regional Effects

The region containing a Dream Dragon's lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Dreams and nightmares become vivid and sometimes prophetic within 6 miles of the dragon's lair.
  • Creatures within 1 mile of the dragon's lair frequently experience feelings of déjà vu and visions of places they have never been.
  • Illusory duplicates of creatures appear randomly within 1 mile of the dragon's lair, disappearing after 1 minute. These illusions cannot speak and do not interact with the environment.

If the dragon dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/9/2024 2:34:51 PM
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1
1
Coming Soon
JasonF80

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