Unburdened Agility. This creature is unaffected by rough terrain, and is immune to damage from any AoE spells.
Stinger of the Mind. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. 1d8+10 piercing damage. The target must additionally make a dc20 wisdom saving throw. On a failed save, the target is unconscious. The target will wake up if the Aspect of the Dream is defeated, or will die if there are no conscious creatures in The Dream other than the Aspect of the Dream.
Vanish. The Aspect of the Dream can spontaneously appear up to 600 feet away.
Grasp of the Rested. Corpses raise up to grab one creature within 120 feet. The creature must make a DC16 strength check, and on a failed save will be restrained until the start of the Aspect of the Dream's next turn.
Rest. As a reaction to a creature missing a melee attack roll against the Aspect of the Dream, it can make Mist spike upwards on the creature. The creature must make a dc18 constitution save. On a failed save, the creature suffers 1 point of exhaustion.
Description
After walking through the dense, foggy marshlands for what feels like hours, you begin to feel irrationally tired. Despite your struggles, you eventually collapse, the dark waters covering you like a silken blanket. As you wake, you see no more trees, grass, or foliage whatsoever. All that you see is a large skeletal figure, with its porcelain head suspended inside a crescent moon atop its neck. "None have awakened from the dream. Resist not and your flesh shall be banished so your soul can rest under the peaceful waters, among many others..."
The Aspect of the Dream is blindingly fast, and one blow from its rapier will likely send you into an unbreakable slumber. However, it is nimble as it is fragile. One well-aimed blow, and The Dream will end.
Lair and Lair Actions
Very few ever find themselves unfortunate enough to drift into The Dream, but those who do find nothing but an endless expanse of mist and corpses. If they ever wake up, that is.
Lair Actions
On initiative count 2 (losing initiative ties), the Aspect of the Dream takes a lair action to cause one of the following effects; the Aspect of the Dream can’t use the same effect two rounds in a row:
- Dead hands raise up from the piles below the mist, attempting to grapple all creatures in The Dream. All creatures make a DC16 strength saving throw. On a failed save, the creatures are restrained until the next Lair Action. The Aspect of the Dream automatically succeeds this save.
- The mist rises and collects around all creatures in The Dream. Until the next Lair Action, any creatures of Medium or smaller size that use more than 30 feet of move speed in one turn must make a DC18 constitution save. On a failed save, the creature suffers one point of exhaustion.
Regional Effects
The Dream is coated in a constant thick mist, with the only "floor" being the countless bodies below you, which creates one or more of the following effects:
- The Dream is considered rough terrain.
- All creatures(Aspect of the Dream excluded) have disadvantage on wisdom checks and saving throws.
If the Aspect of the Dream dies, The Dream is destroyed and every creature within it wakes up wherever they were before entering The Dream.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/27/2025 9:35:07 PM
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5
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1
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1
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Coming Soon
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