15
77 (14d8 + 14)
walk 0 ft., fly 50 ft. (hover)
Bludgeoning, Piercing or Slashing damage from nonmagical attacks
Psychic
Blinded, Charmed, Frightened, Grappled, Paralyzed, Petrified, Restrained
blindsight 120 ft. (blind beyond this radius)
Deep Speech, telepathy 120 ft.
7
+3
Each creature that starts its turn within 30 feet of the dream eater must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened of the dream eater until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to this dream eater's Ghastly Visions trait for the next 24 hours.
The dream eater 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.
The dream eater has advantage on saving throws against spells and other magical effects.
The dream eater makes two Ensnaring Shriek attacks.
Melee or Ranged Spell Attack: +8 to hit, reach 15 ft. or range 60 ft., one target. Hit: 12 (2d6 + 5) psychic damage, and if the target is a Medium or smaller creature, the target must succeed on a DC 16 Charisma saving throw or be pulled up to 15 feet toward the dream eater.
The dream eater targets one creature within 5 feet of itself. The target must succeed on a DC 16 Wisdom saving throw or be engulfed by the dream eater, as the dream eater envelops the creature in a miasma of its worst fears. When the dream eater engulfs a target, the dream eater enters its space, and the target immediately takes 10 (3d6) psychic damage. An engulfed target is restrained and blinded, and it takes an additional 10 (3d6) psychic damage at the start of each of the dream eater's turns. When the dream eater moves, the engulfed target moves with it. The dream eater can have only one target engulfed at a time. An engulfed target escapes at the start of its turn by making a DC 16 Wisdom saving throw. On a successful save, the target escapes; the target is no longer engulfed, and it enters a space of its choice within 5 feet of the dream eater. A creature within 15 feet of the dream eater also can use its action to attempt to free an engulfed target. Doing so requires the creature to use its action to make a DC 16 Charisma (Persuasion) check to convince the engulfed target the nightmare isn't real, with the target escaping on a success. The creature making the check takes 10 (3d6) psychic damage, regardless of the check's success or failure, as its mind brushes against the nightmare.
15 (natural armor)
75 (10d8+30)
walk 30 ft., fly 20 ft.
Deception +8, Insight +4, Persuasion +8
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
poison
poisoned
darkvision 60 ft.
Celestial, Common, Draconic, Infernal, telepathy 100 ft.
5
The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
The dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: • At will: command • 3/Day: suggestion
The dream eater makes one bite attack and one claw attack.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12).
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage.
A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points.
The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours.
Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save.
17 (natural armor)
133 (14d10+56)
0 ft., swim 40 ft.
Dex +9, Wis +7, Cha +8
Perception +7
poison, psychic
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
truesight 120 ft., darkvision 120 ft.
all, telepathy 120 ft.
10
If the dream eater fails a saving throw, it can choose to succeed instead.
The dream eater makes two claw attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d8) psychic damage, and the target must succeed on a DC 14 Constitution saving throw or gain one level of exhaustion.
The dream eater emits nightmarish visions. Each creature within 10 feet of the dream eater must succeed on a DC 14 Wisdom saving throw or become paralyzed untii the end of the dream eater's next turn.
The dream eater can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dream eater regains spent legendary actions at the start of its turn.
The dream eater magically teleports up to 40 feet to an unoccupied space it can see.
The dream eater targets one creature that it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or fall unconscious for 8 hours. The target wakes up if it takes damage or if another creature takes an action to shake it awake.