b'Ancient Dream Dragon \n'b'  Family:   Dragons  \n'b'  Gargantuan   dragon ,  neutral  \n'b'  Armor Class  22 (natural armor)  Hit Points  481 (26d20 + 208)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX:  15 (+2)  CON:  27 (+8)  INT:  18 (+4)  WIS:  17 (+3)  CHA:  27 (+8)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Dex  +9,  Con  +15,  Wis  +10,  Cha  +14  Skills   Insight  +10,  Perception  +17,  Persuasion  +15,  Stealth  +9  Senses  blindsight 60 ft.,  darkvision  120 ft., passive  Perception  27  Languages  Common, Draconic  Challenge  23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dream Fortress . The dragon is immune to  dream  and similar spells and magical abilities that allow others to enters its dreams. \n'b'  Dreamsight . With a brief glance, a dream dragon can see a hazy image of the current dreams of sleeping creatures. \n'b'  Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'  Master of Dreams . A dream dragon cannot be magically put to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +16 to hit, reach 15 ft., one target.  Hit : 20 (2d10 + 9) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +16 to hit, reach 10 ft., one target.  Hit : 16 (2d6 + 9) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +16 to hit, reach 20 ft., one target.  Hit : 18 (2d8 + 9) bludgeoning damage. \n'b'  Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23  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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'  Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons:\n'b'\n'b'\n'b'  Lightning Breath . The dragon exhales lightning in a 90-foot cone. Each creature in that line must make a DC 23  Dexterity  saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'  Sleeping Breath . The dragon exhales magical  sleep  gas in a 90-foot cone. Each creature in the cone must make a DC 23  Constitution  saving throw. Creatures who fail their saving throw are  unconscious  for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. A sleeper may make a DC 23  Constitution  saving throw at the end of each of its turns; on a success, it is no longer  unconscious . Undead and creatures immune to being  charmed  are immune to being put to sleep. \n'b'\n'b'  Change Shape . The dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon\xe2\x80\x99s choice). In a new form, the dragon retains its alignment,  hit points , Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair  actions , and  Intelligence ,  Wisdom , and  Charisma  scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b'  Detect . The dragon makes a  Wisdom  ( Perception ) check. \n'b'  Tail Attack . The dragon makes a tail  attack .'