Kassoon

This is homebrew, submitted by a member of the community.

Adult Dream Dragon

Adult Dream Dragon

Huge Dragon, NeutralHuge Dragon, Neutral
Armor Class 18 (natural armor)18 (natural armor)
[~<13]
+/-/*
Hit Points 184 (16d12+80)184 ([16d12+80])
[~1-6]
Speed 40 ft., climb 40 ft., fly 80 ft.40 ft., climb 40 ft., fly 80 ft.

STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)

Token URL:
/site/images/dnd/tokens/dream-dragon-token.png
Saving Throws Dex +6, Con +10, Wis +7, Cha +8 Dex [+6], Con [+10], Wis [+7], Cha [+8]
Skills Deception +8, Perception +12, Stealth +6, Persuasion +6 Deception [+8], Perception [+12], Stealth [+6], Persuasion [+6]
Damage Vulnerabilities
Damage Resistances -
Damage Immunities lightning
Condition Immunities - -
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Common, DraconicCommon, Draconic
PB +5
Challenge 14 (11,500 XP)

[+instructions]

Dream Fortress. The dragon is immune to dream and similar spells and magical abilities that allow others to enters its dreams.

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.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

[b]Dream Fortress.[/b] The dragon is immune to dream and similar spells and magical abilities that allow others to enters its dreams.

[b]Dreamsight.[/b] With a brief glance, a dream dragon can see a hazy image of the current dreams of sleeping creatures.

[b]Master of Dreams.[/b] A dream dragon cannot be magically put to sleep.

[b]Legendary Resistance (3/Day).[/b] If the dragon fails a saving throw, it can choose to succeed instead.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge d6: 5-6). The dragon uses one of the following breath weapons:
  • Lightning Breath. The dragon exhales lightning in a 60-foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) 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 60-foot cone. Each creature in the cone must make a DC 18 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 18 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 this breath.

Change Shape. The dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, Hit Points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or Legendary Actions of that form.

[b]Multiattack.[/b] The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

[b]Bite.[/b] Melee Weapon Attack: [+11] to hit, reach 10 ft., one target. Hit: 17 ([2d10+6]) piercing damage.

[b]Claw.[/b] Melee Weapon Attack: [+11] to hit, reach 5 ft., one target. Hit: 13 ([2d6+6]) slashing damage.

[b]Tail.[/b] Melee Weapon Attack: [+11] to hit, reach 15 ft., one target. Hit: 15 ([2d8+6]) bludgeoning damage.

[b]Frightful Presence.[/b] Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

[b]Breath Weapons (Recharge [d6]: 5-6).[/b] The dragon uses one of the following breath weapons:
[*]Lightning Breath. The dragon exhales lightning in a 60-foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 ([12d8]) 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 60-foot cone. Each creature in the cone must make a DC 18 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 18 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 this breath.

[b]Change Shape.[/b] The dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, Hit Points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or Legendary Actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

[b]Detect.[/b] The dragon makes a Wisdom (Perception) check.

[b]Tail Attack.[/b] The dragon makes a tail attack.

[b]Wing Attack (Costs 2 Actions).[/b] The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 ([2d6+6]) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
 

Details

 
Source Kassoon's Monsters
 
Environments
 
Tactics Move towards the largest group of PCs, until in range. Attack a PC in range with the most other PCs nearby with Breath Weapon when available, otherwise Multiattack. Prefer Wing Attack as Legendary, and use Legendary Resistance when save fails against status effects.
 
Roles | | | | | | | | | |

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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