Inescapable Presence. The Ancient Dreamholder does not take turns in initiative. Instead, the Dreamholder acts only as a reaction when a creature within its awareness hesitates. A creature hesitates if, at the end of its turn, it is aware of a hostile creature, is not stunned, paralyzed, incapacitated, restrained, or unconscious, and did not use its turn to attack, flee, or make meaningful progress toward an objective relevant to the encounter.
When a creature hesitates, the Dreamholder immediately takes one reaction, choosing from Tentacle, Telekinetic Grip, or Otherworldly Vision. The Dreamholder cannot react more than once per round.
Phantasmal Cone. The Aincient dreamholder’s central eye creates an area of phantasmagoric horrors—illusory manifestations unique to each creature—within a 30-foot cone. At the start of each of its turns, the dreamholder decides which way the cone faces and whether the cone is active. Each creature within the cone at the end of their turn must succeed on a DC 14 Intelligence saving throw or become frightened of the dreamholder and the illusions within the area until the end of the dreamholder’s next turn.
As an affected creature is surrounded by these illusions, the source of its fear is in every direction, rendering it unable to move in any direction while it can see these sources of its fear.
Incorporeal Movement. The dreamholder can move through other creatures and objects as if they were difficult terrain. If the dreamholder ends its turn inside an object, it takes 5 (1d10) force damage.
Tentacle. Melee Attack Roll: +6, reach 15 ft. Hit: 9 (1d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles. Creatures grappled by the Dreamholder get disadvantage on theirintelligence saving throws.
The Dreamholder cannot use a tentacle grappling a creature to attack.
Telekinetic Grip. The Dreamholder reaches out with its mind to hold one creature or object it can see within 120 feet of it in its psychic grasp. Strength Saving Throw: DC 15. Failure: The target is moved up to 30 feet in any direction the Dreamholder chooses.
Otherworldly Vision. The Dreamholder shows two or fewer creatures it can see within 30 ft of it visions that compel the them to do something. The compelled action must be something the creature is physically capable of performing. Each target must make a DC 14 Wisdom saving throw. On a failed save, it pursues the course of action the vision compelled it to do to the best of its ability.
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