Innate Spellcasting. The Animated Dream's innate spellcasting ability is Charisma (spell save DC 16). The Animated Dream can innately cast the following spells, requiring no material components:
At Will: minor illusion, mage hand
3/day each: sleep (4th level), dimension door
1/day each: fear, confusion, phantasmal killer
Incorporeal Movement. The ghost 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.
Magic Resistance. The Animated Dream has advantage on saving throws against spells and other magic affects.
Nightmare Curse. When the Animated Dream dies, it tries to curse whoever got the final attack on it. The target must make a DC 15 Wisdom save or be unable to recover from a long rest.
Maddening Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 5) psychic damage.
Description
From time to time, when a powerfully imaginative sleeper wakes from a particularly vivid or unusual dream, a fragment of that dream lingers on the Ethereal Plane. To survive, this animate dream needs the power of living will, imagination, and emotion to sustain it. An animate dream seeks out mortal minds, appearing as a shadowy and often frightful dream figure. Its true appearance is vague and nebulous, but it reacts to the fears and emotions of those around it, taking on a nightmarish appearance that differs for each viewer.
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