Huge Dragon, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 168 (15d12 + 70)
Speed 40 ft., Fly 80 ft.
STR
21 (+5)
DEX
12 (+1)
CON
21 (+5)
INT
14 (+2)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +6, CON +10, WIS +7, CHA +8
Skills History +5, Perception +11, Performance +7, Persuasion +8
Damage Immunities Psychic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Dream Walker. The dragon can enter in a state of dream, in that state  he can visit up to 14 creatures dreams, while visiting some creature dreams it can talk with them and the creatures can't wake up from the sleep from by they own.

Actions

Multiattack. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Oniric Aura. Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become  unconscious for 1 hour. If a creature's saving throw is successful or the effect ends , the creature is immune to the dragon's Oniric Aura for the next 12 hours.This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Nightmares Breath. The dragon exhales a dark mist in an 30-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Wisdom saving throw, taking 25 (10d4) pyschic damage on a failed save, or half as much damage on a successful one.If the target is unconcious takes doubled damage and cannot be waken up by any non-magical mean (like Lesser restoration).Now each turn the targets continus unconscious takes 4(2d4) Psychic damage .

Dream Breath. The dragon exhales fey energy in a 60-foot cone. Each creature that has less than 67 (15d8) fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Oniric Dragon’s Lair

A oniric dragon’s forest lair can be either a beatiful forest glade with seems to be allways at night and iluminated by the moon or a twisted terrorific forest with seems to be always at a moonless night.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Somniferous pollen arises from the grass. Each creature within 60 feet of the dragon must succeed on a DC 15 Constitution saving throw or fall unconcious.This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
  • A magical sphere of mist swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners. Each creature inside can only see and hear what's inside the sphere.

Regional Effects

The region containing a legendary ONIRIC dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Within 6 miles of the dragon’s lair the sky turns progressly into an eternal night. 
  • Images of Large or smaller monsters that looks like the wrost nightmare of the target haunt the forest sands within 0,5 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 25 Intelligence (Investigation) check. In a failed check the creature become frightenedAny physical interaction with an image reveals it to be an illusion, because objects pass through it.

If the dragon dies the effects fade immediately at the next dawn.

Habitat: Forest

Icefenix7198

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