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Spoiler warning: The following content contains unhidden spoilers for Act 3. |
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.
Medium Humanoid | |||||||||||||
Level 12 | |||||||||||||
Stats | |||||||||||||
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Armour Class | 17 | ||||||||||||
Hit points |
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Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 75 kg (150 lb) | ||||||||||||
Initiative | +3 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +4 | ||||||||||||
Saving throws |
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Features | |||||||||||||
| Charm an attacker, preventing them from attacking you until their next turn. | ||||||||||||
| Has advantage on saving throws against spells and other magical effects. | ||||||||||||
| Automatically attack an enemy moving out of your reach. |
Dream Guardian | Combat |
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
Notes
- The appearance and race of the four Dream Guardians is randomized.
- Despite their appearances, none of them have any racial passives.