monsters fiend cr-5-10 Tome of Beasts 2023

Dream Eater

Medium Fiend, CR 5. From Tome of Beasts 2023.

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Dream Eater

Medium Fiend, Lawful Evil

Armor Class 15 (natural armor)

Hit Points 75 (10d8 + 30)

Speed 20 ft., fly 30 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

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Abyssal, Celestial, Common, Infernal, telepathy 120 ft.

Challenge 5 (1,800 XP)

Dream Eater's Caress. A creature that starts its turn grappled by the dream eater must succeed on a DC 14 Charisma saving throw or take 5 (2d4) psychic damage. The dream eater gains temporary hp equal to the psychic damage dealt.

Actions

Multiattack. The dream eater uses its Lotus Scent. It then makes one Bite attack and one Claw attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained. The dream eater has two claws, each of which can grapple only one target.
Lotus Scent. The dream eater secretes an oily chemical that most creatures find intoxicating. Each creature that isn't a Construct or Undead within 15 feet of the dream eater must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned, the creature is charmed by the fiend. A poisoned 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 eater's Lotus Scent for the next 24 hours.
Waking Dreams (Recharge 5-6). Each creature within 20 feet of the dream eater must make a DC 14 Charisma saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. When it moves, an incapacitated creature moves in a random direction. On a success, a creature takes half the damage and isn't incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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