Dream Master (5e Creature)
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Dream Master
Medium aberration, chaotic neutral Armor Class 15 (natural armour)
Skills Arcana +8, Deception +9, Insight +6, Perception +6, Persuasion +9, Stealth +8 Chameleon Skin. The dream master has advantage on Dexterity (Stealth) checks made to hide. Innate Spellcasting. The dream master's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The dream master can cast the following spells innately, requiring no material components: At will: chill touch, guidance, resistance Keen Sight and Smell. The dream master has advantage on Wisdom (Perception) checks that rely on sight or smell. Spider Climb. The dream master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONSMultiattack. The dream master can use its Consume Dream. It then makes three attacks with its claws. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Consume Dream. Ranged Spell Attack: +9 to hit, range 60 ft., one creature. Hit: 16 (2d10 + 5) psychic damage. The dream master then gains temporary hit points equal to half the damage dealt (rounded down). This attack may only be used against sleeping targets with an Intelligence score of 3 or higher. This damage cannot wake the target, nor can it reduce a creature's hit points below 1.
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Among dream eaters, some are born with powerful magic flowing through their veins that gives them great strength. These special dream eaters are called dream masters, and they act as de facto leaders among their own kind, transforming a group of self-centred layabout dream eaters into a group with some semblance of cohesion and order, though each dream eater still chiefly looks after itself. Aberrant Nature. A dream master doesn't require air, food, drink, or sleep. |
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