Young Dream Dragon

Family: Dragons

Large dragon, neutral

Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft., fly 80 ft.

21 (+5) 15 (+2) 19 (+4) 15 (+2) 13 (+1) 21 (+5)

Saves Dex +6, Con +8, Wis +5, Cha +9
Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
Senses blindsight 30 ft., darkvision 120 ft., passive Perception
Languages Common, Draconic
Challenge 9 (5000 XP)


  • Dreamsight. With a brief glance, a dream dragon can see a hazy image of the current dreams of sleeping creatures.
  • Master of Dreams. A dream dragon cannot be magically put to sleep.


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
    • Lightning Breath. The dragon exhales lightning in a 30-foot cone. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) 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 30-foot cone. Each creature in the cone must make a DC 16 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 16 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.
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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