Monday, January 3, 2011

General Rules: Monsters - Dreamwraith

Dreamwraith (adapted from the Creature Collection II: Dark Menagerie)
Medium Outsider (Chaotic, Incorporeal)

Hit Dice: 8d8 (36 hit points)
Initiative: +6
Speed: 40 feet, fly 80 fet (good)
Armor Class: 16 (+2 Dexterity, +1 dodge, +3 deflection); touch 16, flat-footed 13
BAB/Grapple: +8/-
Attack: Incorporeal touch +10 melee (1d4 plus 1d6 Charisma, 20 x2)
Full Attack: Incorporeal touch +10 melee (1d4 plus 1d6 Charisma, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Charisma damage, dreamslip
Special Qualities: Incorporeal, spoken dreams, dreamsight, merge with illusion, outsider traits
Saves: Fortitude +6, Reflex +8, Will +8
Abilities: Str -, Int 16, Wis 14, Dex 14, Con 11, Cha 16
Skills: Bluff +14, Hide +13, Knowledge: Dreams +14, Listen +15, Search +14. Sense Motive +13, Spellcraft +14, Spot +15
Feats: Dodge, Improved Initiative, Skill Augmentation (Listen and Spot)
Environment: Any land and underground
Organization: Solitary or gang (2 - 4)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic neutral
Advancement: 9 - 12 Hit Dice (Medium); 13 - 16 Hit Dice (Large)

Dreamwraiths are formed from the stuff of dreams. They are an embodiment of dreams and nightmares given form and sentience. When called to the physical plane, dreamwraiths take on a ghostly, slowly shifting form like a roiling fog. The ancient Tauta' are believed to be the first to call and bind dreamwraiths to their will, and spellcasters, especially illusionists and oneiromancers, still call upon these creatures to enhance their illusions or grant them vivid dreams and enhanced emotional experiences.

Combat
Dreamwraiths shun direct attack, preferring to merge with subjects and feed on their emotions. If pressed into combat, a dreamwraith uses its Charisma-draining touch.

Charisma Damage (Su): Living creatures hit by a dreamwraith's incorporeal touch attack must succeed at a Will saving throw (DC 17) or take 1d6 points of temporary Charisma damage as irrational fears and insecurities are revealed and magnified. Lost Charisma returns at a rate of 1 point per hour. A character reduced to 0 Charisma falls unconscious.

Dreamsight (Su): Dreamwraiths 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.

Dreamslip (Su): With a touch, a dreamwraith may attempt to settle into a creature's dreams , feeding upon its psyche and secret emotions. If the subject fails a will saving throw (DC 17) against this mind-affecting sleep effect, the dreamwraith has merged with it. The victim immediately falls into a deep sleep, full of vivid dreams. This sleep brings improved natural healing that restores an extra 1 hit point per level for every eight hours of uninterrupted slumber. A merged creature will not awaken voluntarily save to fulfill bodily needs. If subjected to loud noise, jostling, hunger, thirst, or attack, the sleeping creature has a 20% chance of waking for 1d6 minutes before falling back into a slumber. A merged wraith can be driven out with a dispel chaos, dictum, banishment, or similar spell. Creatures that do not sleep are immune to this effect.

Merge with Illusion (Su): Sometimes, a dreamwraith can be persuaded to merge with an illusion to increase its believability, adding +4 to the spell's DC for the purposes of disbelief. The following spells can be affected by a dreamwraith - change self, hallucinatory terrain, hypnotic pattern, major image, minor image, mirage arcana, nightmare, permanent image, persistent image, programmed image, rainbow pattern, reverse illusion, screen, seeming, silent image, and veil. For spells with extended durations, the dreamwraith will only affect it for a maximum of one day.

Incorporeal: A dreamwraith can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% change to ignore any damage from a corporeal source except for force effects or attacks made with ghost touch weapons. A dreamwraith can pass through solid objects, but not force effects, at will. Its attacks ignore armor, natural armor, and shields, but deflection bonuses and force effects work normally against them. A dreamwraith always moves silently and cannot be heard with Listen checks if it does not wish to be.

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

Spoken Dream (Su): Dreamwraiths can converse telepathically with any being within 100 feet who dreams. Such communication manifests in the being as a vivid dream or daydream images and sounds

Notes: The dreamwraith statistics presented here are similar to those found in Creature Collection II, but have been modified to fit the 3.5e rules set. The dreamwraith 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 Dodge, adding the skill Spellcraft and adding enough skill points to make them an eight hit die outsider.

Home     Three Worlds     Monsters

No comments:

Post a Comment