Dream Eater

Medium fiend, lawful evil

Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 17 (+3) 16 (+3) 13 (+1) 20 (+5)

Skills Deception +8, Insight +4, Persuasion +8
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Celestial, Common, Infernal, telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Dream Eater’s Caress. A creature that starts its turn grappled by the dream eater must succeed on a DC 14 Charisma saving throw or take 5 (2d4) psychic damage. The dream eater gains temporary hp equal to the psychic damage dealt.

ACTIONS

  • Multiattack. The dream eater uses its Lotus Scent. It then makes one Bite attack and one Claw attack.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained. The dream eater has two claws, each of which can grapple only one target.
  • Lotus Scent. The dream eater secretes an oily chemical that most creatures find intoxicating. Each creature that isn’t a Construct or Undead within 15 feet of the dream eater must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned, the creature is charmed by the fiend. A poisoned 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 dream eater’s Lotus Scent for the next 24 hours.
  • Waking Dreams (Recharge 5–6). Each creature within 20 feet of the dream eater must make a DC 14 Charisma saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. When it moves, an incapacitated creature moves in a random direction. On a success, a creature takes half the damage and isn’t incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

  • Change Shape. The dream eater magically transforms into a Small or Medium humanoid it has seen, or back into its true form, which is a Fiend. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies.

ABOUT

This tattered skeletal humanoid resembles a monster from a nightmare with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves.

Drawn to Sin. Dream eaters are dedicated to lust, gluttony, and greed. They make their lairs in casinos, brothels, thieves’ dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers.

Devouring Hopes. Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth. Of course, they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, dream eaters leave their victims stripped of hopes and aspirations. Dream eaters feed on emotions, leaving helpless thralls willing to sell their souls for their vices.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

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