b'Dream Faun \n'b'  Large   magical  beast,  neutral good  \n'b'  Armor Class  17  Hit Points  33 (6d10)  Speed : 50 ft..\n'b' STATS STR: 12 (+1) DEX:  14 (+2)  CON:  10 (0)  INT:  18 (+4)  WIS:  18 (+4)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills :  Arcana  +7,  Nature  +7,  Perception  +7,  Religion  +7  Senses :  darkvision  120 ft., passive  Perception  16  Damage Resistances : poison  Damage Immunities : radiant  Condition Immunities :  charmed , Paralyzed, Unconscious  Languages : Celestial, common, sylvan, possibly others  Challenge : 4 (1,100 XP) \n'b' Special Traits \n'b'   Cause Sleep : Dream fauns grant the gift of sleep to all travelers who request it. The sleep lasts for eight hours. Those receiving this slumber drowsily bow to the grass. The sleep heals 1d4  hit points  of damage above and beyond what ordinary rest usually does and revitalizes the recipient completely, eradicating all fatigue. Those who have sought the dream faun out on a special pilgrimage may also be granted prophetic dreams, giving them a hint of some future event of particular importance to them. Dream fauns may bestow this gift at will. If pressed, a dream faun may also use this power against hostile targets. Hostile targets must make a successful  Wisdom  save DC 16 to resist falling asleep. When used against hostile targets, the target does not heal damage, but is instead racked with horrible nightmares and the fitful sleep does not count as completing a rest. The power can be used in this fashion only a number of times equal to the dream faun\xe2\x80\x99s hit dice (6 by default). The faun must complete a  long rest  to regain all expended uses. Elves and Half Elves are immune to this effect. \n'b'  Gift of Sustenance : A dream faun can magically create enough food and water for one person for one day. They must complete a  long rest  before using this ability again. \n'b'  Clerical Abilities : Dream fauns cast spells (4 cantrips; 1st-4 slots, 2nd-3 slots, 3rd-3 slots;  Wisdom -based spell save DC 16) and have channel divinity as 6th-level clerics of the Life Domain. They do not require components for their spellcasting. \n'b'  Actions \n'b'   Horns .  Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target.  Hit : 7 (2d6+1) piercing damage. \n'b'  Hooves .  Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target.  Hit : 11 (2d10+1) bludgeoning damage. \n'b'  About \n'b' It is said that the gods of prophecy and dreams created the dream fauns, imbuing them with magical powers which allow them to interpret the mysteries and meanings of dreams. Physically they resemble angora goats, with grand, forked horns and cloven hooves that shine like silver and gold. \n'b' Often dream fauns are brought to temples of the dream gods, there to answer the prayers and supplications of the worshippers who make their pilgrimage there.'