Ad placeholder
Dream Guardian/Combat: Difference between revisions
Jump to navigation
Jump to search
(Created page with "{{SpoilerWarning|act = 3}} {{PageSeo | title = Fighting The Dream Guardian | description = This page focuses on The Dream Guardian's behavior during combat and how to fight them. | image = Guardian.png }}{{Infobox statistics | image = | imagesize = 0.8 | type=Humanoid | str=13 | dex=16 | con=12 | int=19 | wis=15 | cha=20 | int_save_proficiency = yes | wis_save_proficiency = yes | cha_save_proficiency = yes | initiative = +3 | level=12 | hit_points=80 | hit_points_tac...") |
No edit summary |
||
Line 5: | Line 5: | ||
| image = Guardian.png | | image = Guardian.png | ||
}}{{Infobox statistics | }}{{Infobox statistics | ||
| image = | | image = Dream Guardian combat.png | ||
| imagesize = 0.8 | | imagesize = 0.8 | ||
| type=Humanoid | | type=Humanoid | ||
Line 48: | Line 48: | ||
* Can use [[weapon actions]].}} | * Can use [[weapon actions]].}} | ||
{{Feature box|name= | {{Feature box|name=Misty Step|image name=Misty Step.webp|* Teleport to an unoccupied space you can see. | ||
{{Range|m=18|ft=60}} | {{Range|m=18|ft=60}} | ||
Line 60: | Line 60: | ||
{{Action}}}} | {{Action}}}} | ||
{{Feature box|name= | {{Feature box|name=Command: Flee|image name=Command Flee.webp|* Command a creature to Flee from you on its turn and do nothing else. | ||
{{Range|m=18|ft=60}} | {{Range|m=18|ft=60}} | ||
Line 66: | Line 66: | ||
{{Action}}}} | {{Action}}}} | ||
{{Feature box|name= | {{Feature box|name=Command: Drop|image name=Command Drop.webp|* Command a creature to {{Cond|Disarmed|drop}} its weapon on its turn and do nothing else. | ||
{{Range|m=18|ft=60}} | {{Range|m=18|ft=60}} |
Revision as of 00:34, 5 March 2024
Spoiler warning: The following content contains unhidden spoilers for Act 3. |
Medium Humanoid | |||||||||||||
Level 12 | |||||||||||||
Stats | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Armour Class | 17 | ||||||||||||
Hit points |
| ||||||||||||
Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 75 kg (150 lb) | ||||||||||||
Initiative | +3 | ||||||||||||
Ability scores | |||||||||||||
| |||||||||||||
Proficiency bonus | +4 | ||||||||||||
Saving throws |
| ||||||||||||
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 |
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
Notes
- The appearance and race of the four Dream Guardians is randomized.
- Despite their appearances, none of them have any racial passives.