Monday, January 3, 2011

General Rules: Monsters - Dream Folk

Dream Folk (adapted from the Creature Collection II: Dark Menagerie)
Medium Outsider

Hit Dice: 6d8-12 (15 hit points)
Initiative: +4
Speed: 30 feet
Armor Class: 21 (+4 Dexterity, +1 dodge, +6 natural); touch 15, flat-footed 16
BAB/Grapple: +6/+4
Attack: Gore +4 melee (2d6-2, piercing, 20 x2)
Full Attack: Gore +4 melee (2d6-2, piercing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Dream feasting, spell-like abilities
Special Qualities: Dreamsight, dreamwalk, spoken dream, outsider traits
Saves: Fortitude +3, Reflex +9, Will +6
Abilities: Str 6, Int 16, Wis 13, Dex 18, Con 6, Cha 19
Skills: Bluff +13, Diplomacy +17, Hide +13, Knowledge: Arcana +13, Knowledge: Dreams +13, Listen +12, Move Silently +13, Search +13. Sense Motive +13, Spellcraft +13, Spot +12
Feats: Dodge, Mobility, Skill Augmentation (Listen and Spot)
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 7 - 12 Hit Dice (Medium)

Whether dream folk are born of dreams or merely shaped by them is unknown. Some even believe that the dream folk are the lingering remnants of the ancient Tauta' who retreated to the dream world as the only place to which the dread Hallitsijainen could not follow, but this view is widely derided by most oneiromancers. Lurking in the daydreams and nightmares of mortals, dream folk come in a wide variety of shapes. Some sow discord and suffering so that they may feast more richly on the vivid dreams thus created; others bring peace and succor to those in need.

Dream folk can walk in physical form, but they require time in the dreamlands to maintain their viability. Dream folk have different sizes, varying ability scores and skills, and different natural or manufactured weapons. The statistics above describe a typical dream folk.

Dream folk prefer to avoid combat, although the darker sort enjoy provoking violence in others. Dream folk particularly fear confronting beings that are unaffected by mental effect or beings who do not dream.

Dreamsight (Su): Dream folk have the ability to sense the presence of any being that dreams within 100 feet, and they can effectively "see" the being even if it is invisible or ethereal.

Dreamwalk (Su): This quality functions like astral projection, except that they subjects directly enter the realm of dreaming within dreamlands, and they may not venture from the dreaming to other places. A dreamwalk can only begin if there is a dreaming being within view. This person acts as a gateway to the dreamlands. if the dreamer is unwilling to have the dreamwalkers invade its dream, it may attempt a Will save (DC 17) to resist and cause the dreamwalk to fail. Dreamwalkers who are repelled in this manner may not attempt to enter that same dream again.

Dream folk that use this ability disappear, entering dreams directly. Other subjects brought along leave their physical bodies in a deep sleep while their dream selves enter the dreamwalk. Once a dreamwalk has begun, the dreamwalkers may enter other parts of the dreamlands. They return to their physical bodies any time they choose, whenever their dream self is destroyed, or whenever a dream they are in collapses when the dreamer awakens or has its dream self or physical body slain. Dream folk that die while dreamwalking are truly dead.

Once in a dream, dreamwalkers may encounter other creatures of the dreaming there, such as dreamsnakes, night hags, or the creations of the dreamer himself. They may also communicate with the dreamier as if using the dream spell. A dreamwalker may also seek out a particular dreaming character (Spellcraft check with an extra +5 circumstance penalty to the DC) and then lead other dreamers there. Dream folk gain a +10 racial bonus to Spellcraft checks made for this purpose.

Dream Feasting (Sp): Dream folk within a particular character's dream may feast on that character. The victim must make a Will save (DC 17) or suffer one point of Wisdom drain. Dream folk may attempt to feast once each dream. Victims who suffer from the dream feast will awaken afterward as if from a horrid nightmare, and they will know that they have been assaulted in their sleep.

Spell-Like Abilities (Sp): Twice per day - alter self, charm monster, crushing despair, fear, good hope, invisibility, major image, mirage arcana, modify memory, phantasmal killer, nightmare, rage, scare, seeming, sleep, suggestion, and veil. Caster level 6th; Save DC 14 + spell level.

Spoken Dream (Su): Dream folk can converse telepathically with any being within 100 feet who dreams.

Outsider Traits: Dream folk have darkvision with a range of 60 feet. They cannot be raised or resurrected.

Notes: The dream folk statistics presented here are similar to those found in Creature Collection II, but have been modified to fit the 3.5e rules set. The Scry check associated with the Dream Walking supernatural ability has been changed to a Spellcraft check. Also, the dream folk presented in the source material had too few feats, too few skills, and their skills were calculated incorrectly. I fixed that, giving them the feat Mobility, and adding the skills Hide, Knowledge: Arcana, Knowledge: Dreams, Move Silently, Search, and Spellcraft and adding enough skill points to make them a six hit die outsider.

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