Medium elemental (dream), chaotic neutral

6 (-2) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 16 (+3)

Armor Class 13
Hit Points 130 (20d8 + 40)
Speed fly 90 ft. (hover)
Saving Throws Dexterity +5, Wisdom +6
Skills Deception +6, Insight +6, Perception +6, Stealth +5
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses dreamsight 120 ft., passive Perception 18
Languages dream telepathy 120 ft.
Challenge 7 (2900 XP)

Special Traits

  • Dream Telepathy. Dreamwraiths can only speak to creatures capable of dreaming. These communications manifest as vivid dream or daydream images and sounds.
  • Dreamsight. Dreamwraiths can sense the presence of any creature capable of dreaming, even if undetectable by sight.
  • Dreamslip. With a touch, the dreamwraith may attempt to settle into a creature’s dreams, feeding upon its psyche and secret emotions. If the target fails a DC 17 Wisdom saving throw, then the dreamwraith merges with it. The target immediately falls into a deep sleep that is full of vivid dreams. This sleep brings improved natural healing; the affected creature gains the benefit of a long rest after only 4 hours of sleep. Any attempts to awaken the affected creature have disadvantage. Elves and other creatures that do not sleep are immune to this effect.
  • Incorporeal Movement. The dreamwraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Merge with Illusion. A dreamwraith can merge with an illusion spell to increase its believability; anyone trying to disbelieve the illusion has disadvantage on their saving throws. For spells with extended durations, the dreamwraith will only affect it for a maximum of one day.


  • Psychic Drain. If the dreamwraith touches a creature then that creature must make a DC 17 Charisma saving through or take 36 (8d8) psychic damage. The target’s hit point maximum is reduced by this amount until the target finishes a short or long rest. The target also has disadvantage on Charisma ability checks and saving throws until the hit point reduction is removed. If the target succeeds, then it takes half damage and no additional effects.


Dreamwraiths shun direct attack, preferring to merge with targets via dreamslip and feed on their emotions. If pressed into combat, a dreamwraith uses its psychic drain.


Dreamwraiths are the second most powerful group of elementals that serve the demigod of dreams. Whenever the demigod of dreams decides mortals have tread too deeply upon the sanctity of his realm of dreams and the dreamwracks caused by such an incursion are not sufficient penalty, the god dispatches dreamwraiths to hold slumbering mortals accountable for their deeds. Dreamwraiths may also bring mortals to the demigod of dreams for an audience. Usually, such mortals are the demigod of dreams’ own priests or illusionists who have courted favor with the god. The demigod of dreams grants them prescient advice or tasks them with a mission on his behalf.

Creatures of Dreams. Like most other elementals that serve the demigod of dreams, dreamwraiths are not formed from the souls of deceased mortals, but rather from the stuff of dreams itself. They are the embodiment of dreams and nightmares, given form and sentience by the demigod.

When called to the physical plane, dreamwraiths take on a ghostly, slowly shifting form like a roiling fog. Ancient wizards were first to discover, call and bind dreamwraiths to their will, and illusionists still call upon these creatures to enhance their illusions.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.