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MENACE MANUAL: Longdreamer

My players didn’t interact with Longdreamer they went straight to the tower after dealing with the Warden and Hill Giants.  I had him stated up none the less.

LONGDREAMER
Huge star monarch, chaotic good

Armor Class 19 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 40ft., fly 80ft.,

Str 25 (+7)        Dex 10 (+0)       Con 23 (+6
Int 16 (+3)         Wis 15 (+2)        Cha 19 (+4)

Saving Throws Dex +5, Con + 11, Wis +7, Cha +9
Skills Insight +7, Perception +12, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from weapons that aren’t silvered.
Damage Immunities cold
Senses blindsight 60ft., darkvision 120ft., passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)

Dreamwarden. Any sleeping creature within 30 feet of a star monarch is affected by protection from evil and sanctuary (Wisdom DC 20 negates).

Legendary Resistance (3/Day). If Longdreamer fails a saving throw, it can choose to succeed instead.

Magic Resistance. Longdreamer has advantage on saves against spells.

Navigational Awareness. Star monarchs never become lost and are immune to maze spells or any effect that would cause them to lose their sense of direction.

Starflight. A star monarch can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the DM’s discretion).

Toxic Flesh. A star monarch’s flesh is poisonous. A creature biting it or ingesting any part of its body becomes poisoned on a failed DC 19 Constitution save.

ACTIONS
Multiattack. Longdreamer can use its glowsap. It then makes three attacks: one with its tail and two with its claws.

Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 14 (2d6 + 7) slashing.

Tail. Melee Weapon Attack: + 12 to hit, reach 15 ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage.

Glowsap. Longdreamer can spray a 30-foot cone with an adhesive spittle as a ranged attack. A creature struck is affected as restrained (Dexterity DC 19, on success the target is slowed instead). In addition, this adhesive glows under starlight or moonlight, limning the target as faerie fire if used outdoors at night.

Desna’s Blessing (Recharge 5-6). Longdreamer exhales sleeping gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, or fall asleep as per the sleep spell. On a successful save the creatures become drowsy and become slowed.

LEGENDARY ACTIONS
Longdreamer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. Longdreamer makes a Wisdom (Perception) check.
  • Tail Attack. Longdreamer makes a tail attack.
  • Wing Attack (Costs 2 Actions). Longdreamer beats its Each creature within 10 feet of it must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Longdreamer can then fly up to half its flying speed.
Posted in Dungeons & Dragons

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