AW | Morpheus
18 str (+4), dex 20 (+5), con 20 (+5), int 32 (+11), WIS 26 (+8), CHA 30 (+4d4)
30ft movement/ 60ft dreamstep.
Dream of the Night - Morpheus has Triple Advantage on Initiative unless caught by surprise.
Imperceptible Dream - When Morpheus is struck by an attack that is not a Critical Strike, he reduces the damage of that attack to a maximum of 5, unless unaware of the attacker, stunned/paralyzed or otherwise incapacitated.
Dreamy Resistance - Morpheus has Spell Resistance and makes all conventional saves with Advantage. Outside of the illusionary world this only applies if he can See the target.
Legendary Actions - 4 per round, teleport to location in 120ft, attack, spell, or Attempt Save.
Legendary Saves - 3/day
---- Human ----
Morpheus attacks once with his scythe, once with his dagger, and casts a Spell.
Scythe of the Sleeper - 15ft reach +12 to hit, 4d8+5 Slashing damage. Creature makes a DC 19 WIS save versus knockback to the caster's desired location in 30ft (1d8 per 10ft collision damage), and a DC 20 INT save versus Poisoned for 1 hour. When this strikes a Poisoned target, the INT save instead applies 10d6 Psychic damage.
Dagger of Dreams - +12 to hit, 3d6+5 Piercing damage, range 50ft (mental attack). The creature makes a DC 20 INT save versus 14d6 Psychic damage and Knock to Prone. Imposes Disadvantage on Concentration checks and steals Buffs if applicable.
Charm of Dreams - Morpheus rings a Charm. He requires a free hand to hold the Charm and it constitutes as an item. Creatures within 300ft who can hear the charm make a DC 23 CHA save or fall into Deep Sleep, upon which only damage can wake them until the Caster cancels the effect.
Spells -
Bells of Doubt - A loud sound plays out, and units in 500ft make a DC 17 INT save vs Restrain. Escape DC 17.
Flux - DC 18 WIS save for unit in 60ft. Redirect all current debuffs and debuffs applied until the beginning of next turn to that unit instead.
Domain -
Fabrication of Dreams - 4/round - Create a Dream Break. Units make a DC 16 DEX save or are Restrained in the Dream Break and must be pulled free by another unit somehow. Else, they are pushed aside. The Dream Break imposes DC 18 WIS save for Sleep for units contacting it at the end of their turns. Projectiles and spell projectiles whom travel through the Dream Break are destroyed.