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Large celestial, lawful good

Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft.

Str Dex Con Int Wis Cha
19 (+4) 15 (+2) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Skills Perception +4
Senses passive Perception 14
Languages Understands Celestial and Common but can’t speak
Challenge 3 (700 XP)

Special Traits

  • Keen Hearing. The daydream has advantage on Wisdom (Perception) checks that rely on hearing.
  • Heralded Horse. The daydream will return to its rider within a minute if they are on the same plane. All the rider needs to do is call the celestial by its name.
  • Illumination. The daydream sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
  • Inspire. Any non-evil creature who sees the daydream can roll a d4 and add the result to their next attack roll. This feature only affects another creature once a day.


  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.


One of the most stunning sights in the city is the daydream. The spectacular, gleaming white horse inspires the populace and brings hope whenever it is seen. Its mission is to bring balance into the world by aiding the side of good.

Holy Horse. These steeds will only let good-aligned creatures ride them. They are especially fond of good wizards, good clerics, and paladins. Daydreams are sworn enemies of the fiery mounts known as nightmares.

Loyal Listener. Once the bond is formed between the daydream and its rider, it can be called when needed. This call will be heard over any distance, as long as the daydream is on the same plane of existence. It will arrive within a minute.

A Light in the Dark. They radiate a shining white light, making their presence known immediately. This means a daydream’s rider won’t surprise anyone.

Section 15: Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © 2020 Cawood Publishing. Author: Andrew Cawood