Adult Dream Dragon

Family: Dragons

Huge dragon, neutral

Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 23 (+6) 16 (+3) 15 (+2) 25 (+7)

Saves Dex +7, Con +11, Wis +7, Cha +12
Skills Insight +7, Perception +12, Persuasion +12, Stealth +7
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Dream Fortress. The dragon is immune to dream and similar spells and magical abilities that allow others to enters its dreams.
  • Dreamsight. With a brief glance, a dream dragon can see a hazy image of the current dreams of sleeping creatures.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Master of Dreams. A dream dragon cannot be magically put to sleep.

ACTIONS

  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
    • Lightning Breath. The dragon exhales lightning in a 60-foot cone. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
    • Sleeping Breath. The dragon exhales magical sleep gas in a 60-foot cone. Each creature in the cone must make a DC 19 Constitution saving throw. Creatures who fail their saving throw are unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. A sleeper may make a DC 19 Constitution saving throw at the end of each of its turns; on a success, it is no longer unconscious. Undead and creatures immune to being charmed are immune to being put to sleep.
  • Change Shape. The dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, Hit Points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or Legendary Actions of that form.

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.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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