Cleon
Legend
Dream Monster Working Draft
Dream Monster
Medium Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +4
Speed: 5 ft. (1 squares), climb 5 ft.
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +2/+2
Attack: Bite +3 melee (1d6 plus sleep venom)
Full Attack: Bite +3 melee (1d6 plus sleep venom)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, sleep venom, veil of illusion
Special Qualities: Darkvision 60 ft., low-light vision, telepathy 100 ft., tremorsense 60 ft., web strand
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 10, Dex 11, Con 12, Int 12, Wis 13, Cha 16
Skills: Climb +8, Hide +10, Listen +4, Move Silently +7*, Spot +8
Feats: Improved Initiative, Weapon Focus (bite)
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-5 HD (Medium); 6-9 HD (Large)
Level Adjustment: —
A gray spider-like creature with a bloated globular body and numerous wispy legs.
A dream monster is a mysterious predator that is little known and even more rarely seen, since it constantly hides behind a veil of illusions. So great is a dream monster's skill in illusory phantasms that it can kill and eat its victims without being noticed. There is a fierce scholarly argument as to whether these aberrations hail from the Plane of Nightmares or the Far Realms, but the truth is no-one knows their origins.
Dream monsters are very rare, but can be found anywhere they can find prey. They normally lair in ruins and cave systems, but a dream monster could live and hunt in a crowded apartment block without being detected. Places inhabited by a dream monster often gains the reputation of being haunted, due to the "accidents" and "disappearances" of the monster's victims.
A typical dream monster has a body 3 to 4 feet long and stands roughly two feet tall. It weighs about 80 pounds.
Dream monsters can communicate telepathically, but have no interest in speaking to their victims.
COMBAT
A dream monster hides in its veil of illusion, attacking unsuspecting victims. Many victims of dream monsters don't even realize they're being attacked. If a dream monster realizes it has been detected, it will usually flee.
Detect Thoughts (Su): A dream monster can continuously use detect thoughts as the spell (caster level 13th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Sleep Venom (Su): A dream monster's fangs inject a supernatural poison. Any creature injured by its bite attack must succeed at a DC 14 Fortitude save or fall into a coma-like sleep for 1 hour plus 1d20 minutes. The comatose victim seems to be dead, an appearance augmented by the monster's Veil of Illusion power (see below). A DC 15 Heal or Search check can detect signs of life in the victim. The status spell or similar ability will also reveal the victim is still alive. Noticing a sleep venom victim is not dead allows the observer to attempt a Will save to disbelieve the dream monster's Veil of Illusion.
Any remedy, resistance, or immunity that counteracts a poison or sleep effect will similarly counteract a dream monster's sleep venom. The save DC is Charisma-based.
Veil of Illusion (Su): A dream monster can conceal itself and its actions behind powerful illusions. The monster is effectively undetectable to all senses (sight, smell, tremorsense, et cetera). Furthermore, if a dream monster attacks an opponent, its veil of illusion makes the attack appear to be a accident or trap of some kind, not a monster attack. e.g. the monster's foes perceive its attacks as a falling rock, arrow-trap, stepping on a spike, and so forth. If the dream monster's opponents suspect an illusion is at play, or carefully study part of the illusion, they can attempt a DC 14 Will save to disbelieve the Veil of Illusion. If they succeed, the Veil of Illusion is broken and the opponents can view the dream monster and its actions normally.
Veil of Illusion can not occlude supernatural sensory abilities, divination spells such as detect thoughts and locate creature, or telepathic psionic powers such as detect hostile intent. A creature with true seeing always sees the dream monster normally. This is a mind-affecting illusion (phantasm) effect. The saving throw is Charisma-based.
Web Strand (Ex): Dream monsters often wait over doors or on ceilings, then lower themselves silently on silk strands to attack prey passing underneath. A single web strand is strong enough to support the monster and one creature of the same size.
Skills: A dream monster has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A dream monster can always choose to take 10 on Climb checks, even if rushed or threatened.
*Dream monsters have a +4 racial bonus on Move Silently checks when using their web strands.
Dream Monster
Medium Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +4
Speed: 5 ft. (1 squares), climb 5 ft.
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +2/+2
Attack: Bite +3 melee (1d6 plus sleep venom)
Full Attack: Bite +3 melee (1d6 plus sleep venom)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, sleep venom, veil of illusion
Special Qualities: Darkvision 60 ft., low-light vision, telepathy 100 ft., tremorsense 60 ft., web strand
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 10, Dex 11, Con 12, Int 12, Wis 13, Cha 16
Skills: Climb +8, Hide +10, Listen +4, Move Silently +7*, Spot +8
Feats: Improved Initiative, Weapon Focus (bite)
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-5 HD (Medium); 6-9 HD (Large)
Level Adjustment: —
A gray spider-like creature with a bloated globular body and numerous wispy legs.
A dream monster is a mysterious predator that is little known and even more rarely seen, since it constantly hides behind a veil of illusions. So great is a dream monster's skill in illusory phantasms that it can kill and eat its victims without being noticed. There is a fierce scholarly argument as to whether these aberrations hail from the Plane of Nightmares or the Far Realms, but the truth is no-one knows their origins.
Dream monsters are very rare, but can be found anywhere they can find prey. They normally lair in ruins and cave systems, but a dream monster could live and hunt in a crowded apartment block without being detected. Places inhabited by a dream monster often gains the reputation of being haunted, due to the "accidents" and "disappearances" of the monster's victims.
A typical dream monster has a body 3 to 4 feet long and stands roughly two feet tall. It weighs about 80 pounds.
Dream monsters can communicate telepathically, but have no interest in speaking to their victims.
COMBAT
A dream monster hides in its veil of illusion, attacking unsuspecting victims. Many victims of dream monsters don't even realize they're being attacked. If a dream monster realizes it has been detected, it will usually flee.
Detect Thoughts (Su): A dream monster can continuously use detect thoughts as the spell (caster level 13th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Sleep Venom (Su): A dream monster's fangs inject a supernatural poison. Any creature injured by its bite attack must succeed at a DC 14 Fortitude save or fall into a coma-like sleep for 1 hour plus 1d20 minutes. The comatose victim seems to be dead, an appearance augmented by the monster's Veil of Illusion power (see below). A DC 15 Heal or Search check can detect signs of life in the victim. The status spell or similar ability will also reveal the victim is still alive. Noticing a sleep venom victim is not dead allows the observer to attempt a Will save to disbelieve the dream monster's Veil of Illusion.
Any remedy, resistance, or immunity that counteracts a poison or sleep effect will similarly counteract a dream monster's sleep venom. The save DC is Charisma-based.
Veil of Illusion (Su): A dream monster can conceal itself and its actions behind powerful illusions. The monster is effectively undetectable to all senses (sight, smell, tremorsense, et cetera). Furthermore, if a dream monster attacks an opponent, its veil of illusion makes the attack appear to be a accident or trap of some kind, not a monster attack. e.g. the monster's foes perceive its attacks as a falling rock, arrow-trap, stepping on a spike, and so forth. If the dream monster's opponents suspect an illusion is at play, or carefully study part of the illusion, they can attempt a DC 14 Will save to disbelieve the Veil of Illusion. If they succeed, the Veil of Illusion is broken and the opponents can view the dream monster and its actions normally.
Veil of Illusion can not occlude supernatural sensory abilities, divination spells such as detect thoughts and locate creature, or telepathic psionic powers such as detect hostile intent. A creature with true seeing always sees the dream monster normally. This is a mind-affecting illusion (phantasm) effect. The saving throw is Charisma-based.
Web Strand (Ex): Dream monsters often wait over doors or on ceilings, then lower themselves silently on silk strands to attack prey passing underneath. A single web strand is strong enough to support the monster and one creature of the same size.
Skills: A dream monster has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A dream monster can always choose to take 10 on Climb checks, even if rushed or threatened.
*Dream monsters have a +4 racial bonus on Move Silently checks when using their web strands.
Last edited: