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- Dream Harvester
- Huge aberration (dark fey), chaotic evil
- Armor Class 22 (natural armor)
- Hit Points 400 (32d12 + 192)
- Speed 40 ft., fly 80 ft.
- STR 26 (+8) DEX 16 (+3) CON 22 (+6) INT 20 (+5) WIS 24 (+7) CHA 28 (+9)
- Saving Throws Con +16, Wis +16, Cha +18
- Skills Deception +18, Insight +16, Perception +16, Stealth +13
- Damage Resistances cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
- Senses truesight 120 ft., passive Perception 26
- Languages Abyssal, Common, Deep Speech, Infernal, Sylvan
- Challenge 20 (25,000 XP)
- Innate Spellcasting. The Dream Harvester's innate spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). The creature can innately cast the following spells, requiring no material components:
- At will: detect thoughts, dominate person, fear, misty step
- 3/day each: dream, nightmare, plane shift
- 1/day each: feeblemind, psychic scream
- Psychic Drain. Any creature within 30 feet of the Dream Harvester that is sleeping or unconscious must make a DC 26 Wisdom saving throw or take 33 (6d10) psychic damage and have their maximum hit points reduced by the same amount. The Dream Harvester gains hit points equal to the damage dealt.
- Dream Eater. Whenever the Dream Harvester deals damage to a sleeping or unconscious creature, it regains hit points equal to the damage dealt.
- Nightmare Storm. Once per day, the Dream Harvester can create a 60-foot-radius field of dark energy that lasts for 1 minute. Any creature that starts its turn in the field takes 22 (4d10) psychic damage and must make a DC 26 Wisdom saving throw or be stunned until the start of its next turn.
- Engulf. The Dream Harvester can move up to its speed and enter the space of a Large or smaller creature. That creature must make a DC 26 Strength saving throw or be engulfed and restrained by the Dream Harvester. While engulfed, the creature takes 44 (8d10) bludgeoning damage plus 22 (4d10) psychic damage at the start of each of the Dream Harvester's turns. The Dream Harvester can have up to three creatures engulfed at a time.
- Dream Induction. The Dream Harvester can induce a magical sleep in any creature within 30 feet that is not already asleep. The creature must make a DC 26 Wisdom saving throw or fall asleep for 1 minute. While asleep, the creature is vulnerable to psychic damage and any damage taken from psychic attacks is doubled. The creature wakes up if it takes damage or if another creature takes an action to wake it up.
- Actions
- Multiattack. The Dream Harvester can make two tentacle attacks and one bite attack.
- Tentacle. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 bludgeoning damage and the target must make a DC 26 Wisdom saving throw or be stunned until the end of the Dream Harvester's next turn.
- Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 32 (5d10 + 8) piercing damage plus 33 (6d10) psychic damage. The target must also make a DC 26 Wisdom saving throw or be frightened for 1 minute.
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