Aura of Deep Slumber.
While the Ancient Snoring Dragon is asleep, all creatures of its choice within 120 feet regain 20 hit points at the start of their turn. In addition, such creatures may end one condition affecting them (charmed, frightened, or poisoned) at the start of their turn, provided they are within the aura.
Melatonin Breath (Enhanced).
The dragon’s breath weapon induces magical sleep. When a creature fails its Constitution saving throw against Melatonin Breath, it falls into a magically induced slumber for 1 minute (save ends at the end of each turn). While asleep this way, the target takes (4d10 + 6) poison damage at the end of each of its turns. A creature immune to being charmed or magically put to sleep is immune to this breath.
Unyielding Slumber.
The dragon cannot be forcibly awakened by noise, light, or non-damaging effects unless it chooses to be. While asleep, it is still aware of its surroundings via tremorsense and passive perception. If it is attacked or detects a threat, it may awaken as a reaction.
Sacred Sleeper.
Some cultures and druidic orders view Ancient Snoring Dragons as divine or sacred. Beasts, fey, and nature spirits within 1 mile of the dragon’s lair become non-hostile unless directly threatened. The dragon can cast calm emotions and sanctuary (DC 18) at will without material components.
Fluffy Camouflage.
While sleeping and unmoving, the dragon can’t be distinguished from a natural formation of snow, clouds, or soft terrain without a DC 18 Investigation check. Some mistake it for a white or cloud dragon, and the dragon has no issue with this misconception.
Pillow Hoarder.
The dragon’s hoard is composed of soft, enchanted objects. Resting for 1 hour in its lair restores all hit dice, removes a level of exhaustion, and grants advantage on Wisdom saving throws for 24 hours. While the dragon is within 60 feet of its hoard, it has resistance to all damage except psychic.
Multiattack.
The Snoring Dragon makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 9 (2d8) poison damage.
Claw.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Tail.
Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Melatonin Breath (Recharge 5–6).
The dragon exhales a shimmering cloud of soporific mist in a 90-foot cone. Each creature in that area must make a DC 19 Constitution saving throw.
- On a failed save, the creature falls asleep for 1 minute. While asleep, the creature takes (4d10 + 6) poison damage at the end of each of its turns.
- The sleeper wakes up if they take damage from another source, or if someone takes an action to shake or slap them awake.
- A creature that succeeds on the save is not affected and becomes immune to this breath for 24 hours.
Creatures immune to being charmed or magically put to sleep are immune to this effect.
Titanic Yawn
The Snoring Dragon lets out a mighty, echoing yawn that ripples through the air like a wave of exhaustion.
Each creature of the dragon’s choice within 90 feet that can hear it must succeed on a DC 18 Constitution saving throw or suffer one of the following effects (roll a d4, or the DM may choose):
- Disoriented: The creature has disadvantage on attack rolls until the end of its next turn.
- Sluggish: The creature’s speed is halved for 1 minute. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Heavy Lids: The creature has disadvantage on Wisdom (Perception) checks and Dexterity saving throws for 1 minute.
- Sleepy: The creature becomes drowsy (see adult snoring dragons bonus action) for 1 minute. Repeat save at the end of each of its turns.
Drowsy Instinct
Trigger: A creature within 30 feet of the Snoring Dragon misses it with an attack or succeeds on a saving throw against one of the dragon’s effects.
The Snoring Dragon’s half-lidded eyes shimmer with magical lethargy. The triggering creature must succeed on a DC 16 Wisdom saving throw or suffer one of the following effects (dragon’s choice or roll a d3):
- Sluggish Thoughts: The creature has disadvantage on its next attack roll or ability check.
- Sleepy Blink: The creature’s speed is halved until the end of its next turn.
- Head Nodding: The creature becomes incapacitated until the start of its next turn, as it loses focus in a sudden haze of fatigue.
A creature that succeeds on this save is immune to Drowsy Instinct for the next 24 hours.
Mythic Trait: Dreambound Awakening (When reduced to 0 HP for the first time)
Instead of dying, the Snoring Dragon falls into a deep, magical trance and regains half of its maximum hit points. While in this state, it enters its Mythic Form for 1 minute or until it drops to 0 HP again. While mythic, the dragon floats slightly off the ground, trailing soft mist, and gains the following Mythic Actions, which it can use at the end of another creature’s turn.
Mythic Actions (1/turn, at the end of another creature’s turn)
1. Dream Crush (Costs 1 Action).
The dragon conjures the weight of a nightmare on a creature it can see within 60 feet. That creature must succeed on a DC 17 Wisdom saving throw or be knocked prone and take 4d10 psychic damage as an overwhelming sense of exhaustion and dread crushes their spirit.
2. Sleeper’s Mirage (Costs 1 Action).
The dragon creates an illusory copy of itself made of mist and dreamstuff. The copy appears in an unoccupied space within 30 feet and lasts until the start of the dragon’s next turn. Attack rolls against the dragon are made with disadvantage until the copy disappears or is destroyed (AC 16, 1 HP, immune to all damage except force, radiant, or psychic).
3. Fog of Drowsiness (Costs 2 Actions).
A 20-foot-radius sphere of soft, shimmering fog appears at a point the dragon can see within 60 feet. Creatures inside must succeed on a DC 17 Constitution saving throw or be slowed (as the slow spell) until the end of their next turn. Creatures already affected by sleep effects must roll this save at disadvantage.
4. Lucid Roar (Costs 3 Actions).
The dragon releases a surreal roar that warps reality with dream energy. Each creature of its choice within 60 feet must succeed on a DC 17 Wisdom saving throw or become charmed until the end of the dragon’s next turn. While charmed this way, creatures see the dragon as something beautiful, comforting, or awe-inspiring — and cannot willingly attack it.
Description
Temperament:
Ancient Snoring Dragons have lived long, cozy lives and developed the temperament of sleepy but wise grandparents. They value routine, peace, and respectful quiet. While not actively benevolent or cruel, they prefer harmony and structure, disliking chaotic intrusions or sudden noise in their territories.
Personality Traits:
- Patient, slow to anger, and rarely hasty.
- Speaks in drawn-out, soothing tones, often between yawns.
- Values politeness and disdains rudeness more than violence.
- Enjoys listening to stories, sharing dream interpretations, or settling disputes with ancient wisdom.
- Deeply proud of their pillowy hoards and expects visitors to remove their shoes (or equivalent) upon entry.
- Tends to refer to younger creatures (even adult dragons) as “dearie” or “child.”
Habits:
- Spends most of its time dozing atop massive piles of cushions, soft treasures, and enchanted sleep-themed relics.
- Will often allow peaceful beings to rest safely in its lair—so long as they don’t snore louder than it does.
- Keeps a network of kobolds and sleepy guardians to maintain its lair’s tranquility and security.
Reputation:
- Some cultures treat Ancient Snoring Dragons as oracles of dreams or guardians of rest.
- Their lairs are sometimes pilgrimage sites for druids, monks, or spellcasters seeking mental clarity or refuge from nightmares.
- Despite their fluffiness and warm presence, they will fight fiercely if provoked or if someone dares to steal from their hoard.
Tranquil Dojo Guardian
It is said that many monasteries were built in or near the lairs of Ancient Snoring Dragons, drawn by the dragon’s naturally calming aura and the safety its slumbering presence provides. Over time, a mutual respect has formed: monks maintain the lair’s peace and defend it from intruders, and in return, the dragon offers its ancient wisdom to aid in their training.
When awake, the dragon may assist young monks in mastering the Way of Stillness, inner peace, or dream-based disciplines, often sharing cryptic yet insightful dream-symbol interpretations or helping students learn to center themselves amid chaos (especially snoring). Some monks believe training in the presence of such a dragon enhances meditation, discipline, and resistance to mental intrusion.
Though the dragon rarely moves far from its lair, its mere presence is said to instill clarity of purpose and profound calm in those willing to listen—and nap beside it.
Common Misconceptions:
- They are often mistaken for cloud dragons or white dragons due to their fluffy appearance and pale coloration.
- Some believe their snores shape local weather, particularly bringing fog, calm breezes, or rain.
Lair and Lair Actions
Lair of the Ancient Snoring Dragon
Nestled within a serene mountaintop cave, dense fog-shrouded valley, or drifting isle of silence, the lair of an Ancient Snoring Dragon is more than just a den — it is a sacred sanctuary. The dragon’s chamber is enormous, with ceilings high enough for it to stretch mid-yawn and walls padded with hanging silks, enchanted moss, and dreamcatchers.
The centerpiece is the dragon’s immense hoard, not of gold and jewels, but of comfort: mountains of enchanted pillows, embroidered quilts, silken rugs, and magical plushies. Some of these artifacts radiate soothing auras, granting rest and calm to all who linger near. Light filters gently into the space—never too bright—casting the lair in a perpetual, golden drowsy glow.
But unlike younger Snoring Dragons’ lairs, this one doubles as a tranquil dojo and haven, a place of quiet training and introspection for monks, druids, and dream-seekers from distant lands.
- Open training courtyards, ringed by soft grass or padded stone, allow for martial practice and meditation under the dragon’s watchful, half-lidded gaze.
- Sacred groves maintained by druids grow along the outer lair’s edge, thriving from the residual dream-magic that seeps into the land.
- Chambers of dreams—small side-caves filled with aromatic herbs and runes—are used for guided slumber journeys and spiritual communion.
Kobold caretakers act as attendants, pillow-fluffers, and disciplinarians (when absolutely necessary), ensuring that noise remains low and that the dragon’s rest is respected. Those who misbehave are politely (or sleepily) escorted out.
Many who come here do not seek treasure, but answers found only in dreams, peace, or the gentle mentorship of the dozing sage within.
Lair Actions (Initiative Count 20, losing ties; the dragon can’t use the same effect two rounds in a row)
1. Soothing Aura.
A gentle hum of dream magic fills the lair. The Snoring Dragon and up to three creatures of its choice within the lair regain 10 hit points, and they have advantage on saving throws against being frightened until the start of the next round.
2. Enchanted Drowsiness.
The lair releases a pulse of sleep-inducing magic. Each creature of the dragon’s choice within 60 feet must succeed on a DC 16 Constitution saving throw or have disadvantage on attack rolls and Dexterity saving throws until the end of their next turn as they grow sluggish and heavy-lidded.
3. Silence of the Soft.
A hush falls over a 20-foot-radius sphere centered on a point the dragon can see within the lair. For 1 minute, that area is affected by the silence spell (no verbal components, thunder damage, or sound can be made within). This does not affect the Snoring Dragon’s own abilities.
4. Comfort of the Hoard.
Up to three creatures of the dragon’s choice that are touching a soft surface (pillows, bedrolls, rugs, etc.) gain temporary hit points equal to 1d10 + the dragon’s Charisma modifier (min. +3). These temp HP last until the end of their next turn.
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