Kassoon

Dream Eater

Medium Fiend, Lawful Evil
Armor Class 15
Hit Points 75 (10d8+30)75 ([10d8+30])
Speed 30 ft., fly 20 ft
STR
15 (+2)
DEX
18 (+4)
CON
17 (+3)
INT
16 (+3)
WIS
13 (+1)
CHA
20 (+5)

Saving Throws - -
Skills Deception +8, Insight +4, Persuasion +8 Deception +8, Insight +4, Persuasion +8
Damage Vulnerabilities
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned poisoned
Senses darkvision 60 ft., passive Perception 11darkvision 60 ft., passive Perception 11
Languages Celestial, Common, Draconic, Infernal, telepathy
100 ft

Challenge 5 (1,800 XP)

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Shapechanger. 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.
Innate Spellcasting. 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

[b]Shapechanger.[/b] 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.
[b]Innate Spellcasting.[/b] 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

Actions

Multiattack. The dream eater makes one bite attack and one
claw attack.
Bite. 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).
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 24 (4d10 + 2) slashing damage.
Dream Eater’s Caress. 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.
Lotus Scent (Recharge 6). 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.
Waking Dreams (1/Day). 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.

[b]Multiattack.[/b] The dream eater makes one bite attack and one
claw attack.
[b]Bite.[/b] 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).
[b]Claw.[/b] Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 24 (4d10 + 2) slashing damage.
[b]Dream Eater’s Caress.[/b] 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.
[b]Lotus Scent (Recharge 6).[/b] 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.
[b]Waking Dreams (1/Day).[/b] 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.

Legendary Actions

 

Details

 
Source Tome of Beasts p.158
 
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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
l/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+10lll-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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