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Dream Guardian/Combat

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This page focuses on the Dream Guardian's behaviour during turn-based combat gameplay. This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.

The Dream Guardian will only appear in combat during the final battle Atop the Netherbrain if the player chose to side with Orpheus rather than the Emperor. At the start of combat, the Emperor will summon four Dream Guardians to fight alongside him.

Attacks and Abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Misty Step.webp
Fleeting Dream Fleeting Dream ()
Surrounded by silver mist, you teleport to an unoccupied space you can see.
 Range: 18 m / 60 ft

[[* Command a creature to flee, move closer, freeze, drop to the ground, drop its weapon, or be silenced for 2 turns. The target must succeed a Wisdom saving throw in order to resist the effects.

 Range: 18 m / 60 ft

Action]]

Dominate Person.webp
Mind Flayer Domination Mind Flayer Domination ()
Dominate a nearby humanoid. Allies are unaffected. Each time the dominated creature takes damage, it may repeat the Saving throw against your domination.
INT Save
 Range: 18 m / 60 ft

Notes

  • The appearance and race of the four Dream Guardians is randomized.
  • Despite their appearances, none of them have any racial passives.
  • The Dream Guardian's "Psionic Suggestion" is similar to Command but has a special variant that Silences Silences a target for 2 turns.


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