Homebrew, Dungeon Dad
Dream Vestige CR: 15
Huge undead, typically chaotic evil
Armor Class: 17
Hit Points: 209 (22d12 + 66) 22d12+66
Speed:
, fly: 40 ft
, can hover
Saving Throws: DEX +10, WIS +10
Skills: Insight +10, Perception +10, Stealth +10
Damage Resistances: acid, fire, lightning, thunder
Damage Immunities: cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: blindsight 120 ft., darkvision 60 ft., passive Perception 15
Languages: Any known by creatures it has subsumed
Challenge Rating: 15
( 13,000 XP)
Proficiency Bonus: +5
Innate Spellcasting.
The dream vestige’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: fog cloud
1/day: phantasmal killer
3/day: dream, misty step, sleep
Desecrating Aura.
The area within 20 feet of a dream vestige is desecrated ground and all other undead in the area have advantage on attack rolls. A casting of dispel magic on the dream vestige causes this trait to cease functioning for 24 hours.
Incorporeal Movement.
The dream vestige 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.
Self Spawn.
When a dream vestige gains temporary hit points they are cumulative. For example, a dream vestige with 10 temporary hit points that hits a creature with its tendril attack would have 15 temporary hit points after the attack hits. When a dream vestige gains a number of temporary hit points equal to its maximum hit point total, it divides into two distinct dream vestiges with a number of hit points equal to the original vestige’s maximum hit point total.
Actions
Multiattack.
The dream vestige uses its frightful presence. It then makes four tendril attacks.
Tendril.
Melee Weapon Attack: +10 to hit, reach 15 ft., one creature.
Hit: 15 (3d6 + 5) necrotic damage. The target's Intelligence score is reduced by 1d4 and the dream vestige gains 5 temporary hit points. If this reduces the target’s Intelligence to 0, it dies and its body is engulfed and destroyed by the vestige, leaving nothing behind. Otherwise, the reduction lasts for 1 hour.
Frightful Presence.
Each creature of the dream vestige’s choice that is within 60 feet of the dream vestige must succeed on a DC 18 Wisdom 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 dream vestige’s Frightful Presence for the next 24 hours.
Dream Travel.
The dream vestige plane shifts from the Material Plane to the Plane of Dreams, or from the Plane of Dreams to the Material Plane. For every minute the vestige moves though the Plane of Dreams, it travels the equivalent of 5 miles in the waking world. The dream vestige always knows where it will come out in the waking world before using this action.
A Dream Vestige is a nightmarish entity born from the collective dread of a fallen kingdom, its form a swirling mass of fog and shadow. It is a tireless hunter, ever seeking to incorporate souls—living or undead—into its malevolent being. As it moves, it emanates a chorus of whispers, cries, and murmurs, the trapped souls within it lamenting their eternal torment. Cunning and relentless, a Dream Vestige is a harbinger of doom, capable of shifting between the Material Plane and the Dreamweave, leaving a trail of despair and destruction in its wake.