Creatures of Dreaming [Archive] - Wizards Community

Post/Author/DateTimePost
Decree Of Boredom

01-29-06, 12:26 AM
Dreamhaunt
Size/Type: Medium Outsider (Incorporeal, Dreamborn)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 13 (+1 Dex, +2 deflection), touch 13, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +5 melee (1d6)
Full Attack: Incorporeal touch +5 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Dreamh haunting, incorporeal traits, dream sealed, dreamborn traits, telepathy 100 ft.
Saves: Fort +5, Ref +5, Will +6
Abilities: Str Ø, Dex 13, Con 12, Int 15, Wis 14, Cha 15
Skills: Bluff +6, Concentrate +5, Diplomacy +6, Intimidate +6,
Listen +6, Sense Motive +6, Spot +6
Feats: Ability Focus (Dream Haunting), Ability Focus (Deep Slumber)
Environment: Any but the Plane of Dreams
Organization: Solitary or nightmare (3-6)
Challenge Rating: 3
Treasure: Half standard
Alignment: Any Neutral
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: -

Dreamhaunts are minor creatures of Dream, trapped on the Material Plane as punishment for their betrayal of a powerful Lord of the Plane of Dreams aeons ago. They wander the multiverse now, reduced to little more than simple predators. They come upon dreamers--or put those awake to sleep, using their magic--and then begin to haunt their dreams, preying on the subconscious fears of their victim.

Though Dreamhaunts are native to the Plane of Dreams, they are unable of travel there. Thus, spells like Dismissal and Banishment are ineffective against them.
-------
Dream Haunting (Su)
If a Dreahaunt comes across a sleeping creature, it may attempt to haunt the creature's dreams. Doing so requires it to be within five feet of the target for an hour, though it may take other actions during the hour.

At the end of the hour, the victim must make a DC 16 Will save or be awakened. If awakened, that hour of sleep does not count as restful for purposes of preparing spells or regaining power points, and the creature is shaken for 1d6 minutes.

Spell-Like Abilities (Sp)
At will--Dancing Lights, Ghost Sound (DC 14), Sleep (DC 14). 1/day--Deep Slumber (DC 16). DC's are Cha based.

Dream Sealed (Su)
Dreamhaunts are forbidden from the Plane of Dreams, as if under the constant effect of the Dream Seal spell.

Dreamwight
Size/Type: Medium Outsider (Extraplanar, Dreamborn)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: 5 ft. (1 square), fly 60 ft. (good)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Tentacle +6 melee (1d6+2) or bite +6 melee (1d8+3)
Full Attack: 4 tentacles +6 melee (1d6+2) or bite +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Confusing gaze, improved grab, eat dreams
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills: Hide +8, Listen +8, Move Silently +8, Spot +8
Feats: Ability focus (confusing gaze), improved natural attack (tentacle)
Environment: Plane of Dreams
Organization: Solitary, pair, or nightmare (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Any neutral
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment: —

Aeons ago, the race of Dreamhaunts rose up against the Dreamlords, masters of the Plane of Dreams, for control of the plane. Thanks to a cunning scheme and a bargain with the forces of Hell, they were nearly able to do so. Were it not for a few dreamhaunts that remained loyal to the dreamlords, they would have succeeded. As it was, they were defeated by the dreamlords and loyal dreamhaunts, stripped of their corporeality and sent into exile. Those dreamhaunts who had remained loyal to the dreamlords were infused and strengthened with dreamstuff, being remade as the dreamwights.

Dreamwights appears to be large orbs of shimmering, rainbow colors. Four long, luminous tentacles extend from their body, surrounding a central mouth.
-------------------------------------------------
Confusing Gaze (Su)
Confusion for 1d6 rounds, 30 feet, Will DC 15 negates. The save DC is Charisma-based.

Improved Grab (Ex)
To use this ability, a dreamwight must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Eat Dreams (Su)
A dreamwight devours the dreams of a grabbed foe, dealing 1 point of Wisdom damage each round it maintains the hold.

Aetherling
Size/Type: Medium Outsider (Dreamborn, Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative:
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 30 (+5 Dex, +15 natural), touch 15, flat-footed 25
Base Attack/Grapple: +12/+16
Attack: 2 Slams +20 melee (1d6+7)
Full Attack: 2 Slams +20 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, pure dreaming
Special Qualities: Damage reduction 20/magic, darkvision 60 ft., low-light vision, immunity to electricity, sonic, and mind-affecting effects, spell resistance 3
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 18, Dex 20, Con 18, Int 18, Wis 18, Cha 22
Skills: Concentration +19, Diplomacy +23, Escape Artist +21, Hide +21, Intimidate +21, Listen +21, Move Silently +21, Sense Motive +19, Spot +21,
Feats: Ability focus (pure dream), ability focus (nightmare), weapon focus (slam), fly-by attack
Environment: Plane of Dreams
Organization: Solitary, pair, or inspiration (3-5)
Challenge Rating: 12
Treasure: No coins; double goods; standard items
Alignment: Any neutral
Advancement: 13-18 HD (Medium); 19-36 HD (Large)
Level Adjustment: +7

Aetherlings are the architects--and guardians--of dreams. They appears as great columns of many-colored fire, often found lurking on the fringes of mortal dreamscapes. They are the weavers of these dreamscapes, the binders of image and memory into dream. They are normally peaceful servitors, but if they or their work is attacked, they will respond with all-out attack.

Aetherlings understand all languages, but rarely speak.
----------------------------------------
Spell-Like Abilities (Sp)
At will—color spray (DC 18), deep slumber (DC 18), dispel magic, dream, dream seed, dreamwalking, insanity (DC 23), major image (DC 19), mirror image, nightmare (DC 23), phantasmal killer (DC 20), rainbow pattern (DC 20) 1/day--weird (DC 25). Saves are Cha based.

Pure Dreaming (Su)
The aetherling's body is composed of pure dream, which strengthens its natural attacks. It gains a +3 enhancement bonus on all attack and damage rolls it makes with its slam attack. In addition, any creature hit by its slam attack must make a DC 24 Will save or fall to sleep for 1d6 minutes. The save is Cha based. The aetherling chooses what dreams the creature has during this time.

Any creature that hits the Aetherling with a touch attack, unarmed attack, or natural attack must also save or go to sleep.

Dreamlord
Size/Type: Huge Outsider (Dreamborn, Extraplanar)
Hit Dice: 20d8+280 (370 hp)
Initiative: +1
Speed: 60 ft. (12 squares), fly 100 ft. (perfect)
Armor Class: 50 (-2 size, +7 dex, +30 natural, +5 deflect), touch 20, flat-footed 43
Base Attack/Grapple: +20/+44
Attack: 2 slams +35 (2d6+15)
Full Attack: 2 slams +35 (2d6+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/epic, darkvision 60 ft., spell resistance 32, energy resistance acid 20, fire 20, cold 20, electricity 20, sonic 20, fast healing 20, invoke greater dreamstone, vestment of dreams, pure dreaming
Saves: Fort +26, Ref +13, Will +24
Abilities: Str 20, Dex 24, Con 39, Int 21, Wis 34 (28 base), Cha 50 (44 base)
Skills: Bluff +39, Concentration + 34, Diplomacy +41, Intimidate +41, Knowledge (Arcana) +29, Knowledge (History) +29, Knowledge (The Planes) +29, Listen +36, Perform (Storytelling) +39, Profession (Dream Interpreter) +36, Spellcraft +31, Spot +36, Survival +12 (+14 on other planes).
Feats: Ability focus (pure dreaming), arcane mastery, quicken spell-like ability (dream vortex), empower spell-like ability (dream vortex), maximize spell-like ability (dream vortex), ability focus (dream vortex), fly-by attack
Epic Feats: Tenacious magic (astral projection)
Environment: Plane of Dreams
Organization: Solitary
Challenge Rating: 21
Treasure: Double standard plus Vestment of Dreams
Alignment: Any neutral
Advancement: By class level

Dreamlords are the undisputed rulers of dreaming. They are creations of the collective unconsciousness of all living things, primal archetypes and stories made flesh. They oversee all dreaming, ensuring that all living things have a dreamscape to revel--or cower--in each night.

A Dreamlord has complete control over his physical form. In their natural shape, they appear as titanic figure, robed in night black and pale of skin. Their form is slightly different to all who gaze upon them, as they conform to each creature's expectation of what they look like.
-------------------
Spell-Like Abilities (Sp)
At Will--body of dreams, deep slumber, dream, dream seed, dreamwalking, dream vortex (DC 35), greater dispel magic, legend lore, locate dream, nightmare (DC 32), phantasmal killer (DC 31), plane shift, seal dreams, shapechange. 3/day--etherealness, weird (DC 36), wish. 1/day--astral projection, gate. Caster Level 22nd. DCs are Cha based.

Invoke Greater Dreamstone (Su)
By meditating for ten hours, a dreamlord may call the Greater Dreamstone (see below) to itself. As long as the dreamlord holds the stone, it may not be taken from him by any means. Once he relinquishes his hold on it, however, it returns from whence it came--most of the time, it is kept in the Palace of True Dreaming, the stronghold of the dreamlords in the Dreamheart. A dreamlord can retain the greater dreamstone for any amount of time, but most choose not to use for more than a few minutes at a time, and even then, only in the most desperate of situtations.

Vestments of Dream
All dreamlords carry vestments of dream, three items--generally a pouch of sleep-sand, an oneiromantic helm type III, and a dream ruby, each with a caster level of 20th. Some dreamlords may carry a different triad of items of a similar level of power. These items serve as marks of office, as well as a power source.

With only two of these three items, the dreamlord may not use his spell-like abilities usable once a day, may only use his spell-like abilities normally usable thrice per day once per day, and may only use his spell-like abilities normally usable at will thrice per day. With only one, the dreamlord may not use his spell-like abilities usable once or thrice a day, and may only use his spell-like abilities normally usable at will once per day. Without any items, he may not use his spell-like abilities at all.

Pure Dreaming (Su)
The dreamlord's body is composed of pure dream, which strengthens its natural attacks. It gains a +10 enhancement bonus on all attack and damage rolls it makes with its slam attack. In addition, any creature hit by its slam attack must make a DC 42 Will save or fall to sleep for 1d6 days. The save is Cha based. The dreamlord chooses what dreams the creature has during this time.

Dream Wyvern
Size/Type: Gargantuan Dragon (Dreamborn)
Hit Dice: 13d12+52 (130 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 21 (-4 size, +15 natural), touch 6, flat-footed 21
Base Attack/Grapple: +13/+30
Attack: Sting +22 melee (2d6+13 plus mental poison) or talon +22 melee (2d6+13) or bite +22 melee (2d8+13)
Full Attack: Sting +22 melee (4d6+13 plus mental poison) and bite +20 melee (4d8+13) and 2 wings +20 melee (3d8+11) and 2 talons +20 melee (4d6+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, mental poison, improved grab
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +11, Ref +5, Will +6
Abilities: Str 37, Dex 10, Con 19, Int 6, Wis 12, Cha 16
Skills: Hide +6, Listen +3, Move Silently +6, Spot +6
Feats: Ability Focus (breath weapon), Alertness, Flyby Attack, Hover, Power Attack,Multiattack (B)
Environment: Plane of Dreams
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Any neutral
Advancement: 14-21 HD (Gargantuan)
Level Adjustment: —

After the dreamhaunt rebellion, the dreamlords set out to find for themselves powerful guards, beings who could defend them from any attack. The first such servitors were the dream wyverns. They were once normal dragons, but, through a bargain with the dreamlords, they received both great power, and a home in the Dreamheart.
---------------------
Breath Weapon (Su)
A dream wyvern can breathe out a 60 ft. cone of pure dreamstuff. All creatures caught in it must make a DC 19 Will save or be confused for 1d6 rounds. The save is Cha-based. The dream wyvern must wait 1d2 rounds before using this ability again.

Improved Grab (Ex)
To use this ability, a dream wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.

Mental Poison (Ex)
Injury, Will DC 17, initial and secondary damage 2d6 Wis. The save DC is Cha-based.

Skills
Dream Wyverns have a +3 racial bonus on Spot checks.

Dream Griffon
Size/Type: Huge Magical Beast (Dreamborn)
Hit Dice: 16d10+128 (205 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 80 ft. (clumsy)
Armor Class: 18 (-3 size, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +7/+15
Attack: Bite +17 melee (4d6+12)
Full Attack: Bite +17 melee (4d6+12) and 2 claws +14 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 3d6+10
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 34, Dex 11, Con 24, Int 5, Wis 13, Cha 16
Skills: Jump +19, Listen +9, Spot +13
Feats: Iron Will, Multiattack, Weapon Focus (bite), Flyby Attack, Hover, Ability Focus (Nightmare Claws)
Environment: Plane of Dreams
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 8
Treasure: None
Alignment: Any neutral
Advancement: 17-21 HD (Huge)
Level Adjustment: -

Once the dreamlords had acquired the dream wyverns as allies, the sent a delegation to the griffins. The noble lion-eagles were remade as great flying warriors of dream, loyal servants and mounts of the dreamlords.
------------------------
Pounce (Ex)
If a dream griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +13 melee, damage 1d6+10.

Nightmare Claws (Sp)
Any creature struck by the dream griffon's rake attack must make a DC 23 Will save or be afflicted with nightmares, as the Nightmare spell with a caster level of 16th. The DC is Cha based.

Skills
Dream Griffons have a +4 racial bonus on Jump and Spot checks.