Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
all, telepathy 60.0 ft (18.3 m).
Resistances & Immunities
Traits
Dream Leap
Once on its turn, the yumerai can use half its movement to step magically into the dreams of a sleeping creature within 5 feet of it. It emerges from the dreams of another sleeping creature within 1 mile of the first sleeper, appearing in an unoccupied space within 5 feet of the second sleeper. If there is no other sleeping creature within range when it uses this trait, the yumerai is stunned until the end of its next turn.
Innate Spellcasting
The yumerai’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: dancing lights, message, minor illusion
3/day each: detect thoughts, silent image, sleep
1/day each: confusion, major image
Actions
Multiattack
The yumerai makes two psychic lash attacks.
Psychic Lash
+5 to hit, reach 5 ft (1.5 m). Hit: 2d6 psychic damage.
Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) psychic damage.
Somnambulism
The yumerai targets one sleeping creature it can see within 30 feet of it. The yumerai can issue simple commands to the creature, such as 'Attack that creature,' 'Run over there,' or 'Fetch that object.' If the creature takes damage, receives a suicidal command, is told to move into damaging terrain, such as lava or a pit, or is grappled while carrying out the order, it can make a DC 13 Wisdom saving throw, awakening and ending the yumerai's control on a success. The yumerai can control only one sleeping creature at a time. If it takes control of another, the effect on the previous target ends.
About Yumerai
Yumerai is a medium fey with a Challenge Rating of 2. It has a neutral alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 65 hit points (derived from 10d8+20).
Yumerai has communication capabilities including all, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Yumerai
1 tips available
GM Tips: Using Yumerai
When using Yumerai in your D&D 5e campaign, consider these tactical approaches:
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Yumerai
1 strategies available
Player Guide: Facing Yumerai
When your party encounters this creature, keep these strategies in mind:
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 2.
Solo Encounter:
A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 600 XP
- Hard: 900 XP
- Deadly: 1,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Yumerai?
- Yumerai has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
- What type of creature is Yumerai?
- Yumerai is a Medium Fey, which affects how certain spells and abilities interact with it.
- What languages does Yumerai speak?
- Yumerai can communicate in all, telepathy 60 ft..
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