Illumination. The dragon sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Incorporeal Movement. The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Linear Flight. The dream dragon, a unique type of lung-dragon, must remain in constant forward motion while flying. Its body must trace the exact path of its head, preventing it from hovering or remaining stationary in the air. To change direction sharply or cross over its own flight path, the dragon must expend an additional 5 feet of movement.
Immutable Form. The dragon is immune to any spell or effect that would alter its form.
Dream Travel. While the dragon itself cannot sleep, it can, and will, follow any one individual into its dreams. It maintains all of its abilities, but they have no real effect, just as anything else in a dream.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) psychic damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage.
Breath Weapon (Recharge 6).
The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales psychic energy in a 15-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. It regains hit points equal to 1/2 of the damage dealt.
Flaring Breath. The dragon emits a flash of dazzling light from its maw in a 15-foot cone. Each creature in that are must make a DC 18 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 20 Wisdom saving throw or be turned for 1 minute. Undead of CR 2 or lower who fail the saving throw are instantly destroyed. Additionally, of the creatures who were successfully blinded, one of them suffers the effects of the Confusion spell cast at 4th level.
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