Sleeper's Dream

Identified by a yellowish-green tint to its sickly inner glow, the Sleeper's Dream is a curious variant on the Sleeper's Herald. Unlike the other monsters populating the crystal-blighted farmland, it seems less of a defense against intrusion and more of a symptom of the unconventional reality surrounding the ruined Mill; upon discovery, it will almost instantly rupture, sending all near it tumbling through time and space. Its tendency to teleport weary heroes away from hectic battlefields may give it an image of benevolence...but never forget that this is but a manifestation of the fate that will befall the rest of the Estate should we fail to stop the crystalline corruption at its source...

Behaviour
The Sleeper's Dream only spawns when the player scores at least 10 kills during a wave in The Farmstead. It will always spawn on its own (if there is still free space for more enemies to spawn, they will remain empty). Killing more than 10 enemies will reduce the amount of kills required for its next summon by the number of excess kills (e.g. if 12 enemies are killed, the next Sleeper's Dream will only require a further 8 kills before spawning). If a boss wave was fought, the Sleeper's Dream will not show up and kills will not affect its spawning.

Abilities
Apprentice =

Veteran =

Champion =

The Sleeper's Dream enjoys some of the highest Speed and PROT stats of anything in the game, being guaranteed to move ahead of anyone else while enduring almost any sort of punishment. Fortunately for your heroes, however, it also lacks any means of harming them; its only ability, "Beyond Time and Space", simply teleports the party to a safe room between waves, giving the Heir a chance to assess their condition before deciding whether to retreat to the Hamlet or continue with the grim harvest.

Strategy
The Sleeper's Dream is functionally invincible; even disregarding its astronomical PROT and resistances, its impossibly high SPD renders it practically impossible to act before it uses "Beyond Time and Space". Fortunately, this move is completely harmless, essentially marking an end to the current wave of foes. In addition the party may find one of the following curios in the safe room they are teleported to:


 * Fresh Harvest: Restores 95% of one party member's health (restores less, if debuffs to restored health are applied).
 * Plentiful Bounty: Restores 60% of each party member's maximum health.
 * Rotted Fare: Reduces a single party member's stress by 100.
 * Corrupted Harvest: Reduces the entire party's stress by 60.
 * Gleaming Shards: Contains Comet Shards.
 * Stockpile: Contains random provision items. Using a Skeleton Key will increase the available loot and add a random Trinket.
 * Miller's Hearth: Enables the party to set up camp without using up any stored Firewood.
 * Mildred: Gives the party a random Trinket or a random amount of Comet Shards. Always gives out Mildred's Locket for the first interaction.

Trivia

 * The Sleeper's Dream is easily the fastest enemy in the game, with 99 base SPD in all dungeon levels; it also has the largest direct PROT in the game, boasting 150% PROT in all dungeon levels.

Related Enemies
Shared
 * Thing From The Stars

Farmstead
 * Farmhand
 * Foreman
 * Scarecrow
 * Plow Horse
 * Sleeper's Herald

Bosses
 * Miller
 * Frozen Farmhand
 * Fracture
 * Focus Point
 * Unfinished Aberration
 * Finished Aberration
 * The Sleeper