Dream Warrior

Large construct, neutral

Armor Class 18 (natural armor)
Hit Points 55 (10d10 HD)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 11 (+0) 10 (+0) 12 (+1) 9 (-1)

Damage Immunities fire, cold, poison
Condition Immunities charmed, grappled, poisoned, restrained
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 14
Languages All
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Detect Thoughts. The dream warrior can use the detect thoughts spell at will as a spell-like ability. This ability is always active and the save DC is 12.
  • Ethereal Sight. The dream warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Mist Form. A dream warrior is incorporeal most of the time; however, three times a day, at will, the dream warrior may assume a more corporal form. It takes up to four rounds to alter its shape. A dream warrior may move 40 ft. in its mist form. The ability is otherwise similar to a gaseous form spell. This shape almost always takes on the form of someone close to the one they are fighting. This often disconcerts their foes and unless a successful Charisma save (DC 12) is made they suffer disadvantage on all attacks, attribute checks (made against the dream warrior), and saving throws.
  • Two-Weapon Fighting. When fighting with a weapon in each hand, the dream warrior adds its ability bonus to its off-hand weapon. The dream warrior creates only a single dreamscape weapon; if it fights with two weapons, the other will be of mundane or magical quality, but not dreamscape-crafted.

ABOUT

Their weapon of choice is fashioned from the Dreamscape when the creature alters itself from its mist form. weapon, must succeed at a Charisma save (DC 12) every time they take a long rest or be plagued with nightmares and sleepless nights. A failure means the victim suffers a point of exhaustion at the end of the long rest. Only a remove curse spell can cure this ailment. Until such a spell is received, the victim’s Constitution score is reduced by 1 point each month that passes, and cannot be restored by any means.

Etherealness. The dream warrior enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

Fear (Recharge 6). The dream warrior can cast fear as a spell-like ability (DC 12). Dream warriors appear as swirling columns of white mist, having no corporeal bodies of which to speak. In this form, they are hard to distinguish from smoke or fog, but as they engage in combat they take on more corporeal forms. They assume the shapes of knights and warriors, with armaments and weapons. They often scry their victims briefly, pulling memories from their sub-conscience and casting themselves in the images of those memories. They twist these memories into horrible apparitions, pained and sorrowful. In this way, they confront their victims with someone they thought long dead or gone and made to believe they suffer woefully in the great beyond. However, dream warriors can never assume real shapes and there are always tendrils of mist coiling about them.

Creatures of Nightmare. Dream warriors do not bleed, nor can they have limbs chopped off or the like. Nor can they drop their weapons, slip, or fall. They are creatures of mist and fragments of a mad god’s musings. They are, however, real and they can slay and cause damage as with any other creature. Those weary in spirit or troubled in mind attract the dream warriors. There are, in fact, many of these creatures, and they linger on the edges of civilization, or in forgotten places where men once dwelt, latent and powerless. When encountered, their victims give their malice shape and form and they manifest and attack those nearest.

Deadly Warriors. Dream warriors use any variety of weapons in combat, preferring swords, axes, and lances. They can fight two-handed as if they have the Two-Weapon Fighting Style. Their weapons act as +2 to hit and damage, or if they use two weapons then +1 to hit and damage. They are not particularly clever or crafty in battle, and in all respects, battle as fighters.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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