Lurker of the Silted Dreams

In the fog-shrouded marshes, a creature lurks beneath the silt and mire. Its body is a mass of translucent tendrils that ripple like water, and its eyes glow with an unsettling luminescence. This being emerges from dreams long forgotten, drawn to those who dare to wander too close to its lair. It feeds on the dreams of mortals, leaving its victims in a drowsy stupor, ensnared in nightmarish visions. Those caught in its grasp often find their waking life tainted with the strange whispers of their subconscious. It presents an alluring beauty, but those who approach soon realize it is a predator, using its powers to trap the unwary in an eternal slumber of dreams.


Medium Aberration, Neutral

Armor Class 15 (Natural Armor)
Hit Points 102 (15d8 + 30)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 20 (+5)

Saving Throws Dex +8, Wis +7, Cha +9
Skills Deception +9, Insight +7, Stealth +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., passive Perception 13
Languages Understands Common and Deep Speech but cannot speak
Challenge 7 (2,900 XP)

Innate Spellcasting. The creature's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

  • At will: Minor Illusion, Dream
  • 3/day each: Hypnotic Pattern, Phantasmal Killer
  • 1/day each: Greater Invisibility, Dominate Person

Mirewalker. The creature can move through silt, mud, and marsh as if it were difficult terrain. Additionally, when it is submerged in water or mud, it has advantage on Dexterity (Stealth) checks.

Dreamsnare. When a creature starts its turn within 20 feet of the creature, it must succeed on a DC 17 Wisdom saving throw or be charmed until the end of its next turn. A charmed creature is incapacitated and has a speed of 0. Each creature can only be affected by this ability once per long rest.

Actions

Multiattack. The creature makes two attacks with its Tendril.

Tendril. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 4) psychic damage, and the target must succeed on a DC 17 Wisdom saving throw or be affected by the Dreamsnare ability at the start of its next turn, if within range.

Dream's Embrace (Recharge 5-6). The creature envelops a 30-foot radius centered on itself in swirling dreams and shadows. Creatures within the area must make a DC 17 Wisdom saving throw or fall asleep for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, waking up on a success. The charm has no effect on constructs or undead.


Adventurers should be prepared for a battle that challenges their wills as much as their combat prowess. The entrapment of dreams can lead to confusion and despair, making teamwork crucial in overcoming the lurking threat.