Animate Nightmare (Famine)Creature 17
Source Pathfinder #220: Crypt of Runes
Perception +29 (darkvision)
Languages Aklo, Common, Telepathy 100 Feet
Skills Acrobatics +31, Deception +32, Intimidation +36, Occultism +30, Stealth +31
Str -5, Dex +6, Con +5, Int +5, Wis +6, Cha +9
AC 39; Fort +28; Reflex +31; Will +30; +1 status to all saves vs. magic
HP 235
Speed 0 feet (fly 60 feet)
Immunities bleed, disease, paralyzed, poison, precision, sleep
Resistances All Damage 10
+1 Status to All Saves vs. MagicApocalyptic Embodiment
An animate nightmare embodies one societal fear, chosen from the following options. Depending on the choice, the animate nightmare gains one additional 8th-rank occult innate spell, as listed below.
Disaster The animate nightmare appears as a person or creature who's suffered devastating wounds from a calamity—horrific burns, crushed and broken limbs, impalements from wind-tossed debris, and the like. It gains Phantasmal Calamity at 8th rank.
Disorder The animate nightmare looks like a distorted parody of a commonplace person with unnaturally long limbs, a twisted visage, and a scratching shrill voice. It gains Confusion at 8th rank.
Famine The animate nightmare appears as a humanoid carrion bird or other bestial scavenger (such as a jackal or a fly) on the brink of death from starvation. It gains Vampiric Exsanguination at 8th rank.
Plague The animate nightmare is shaped like a tangle of diseased bodies animated into hideous life that might have just crawled out of a mass grave. It gains Spiritual Epidemic at 8th rank.
Panicking Touch
(emotion, fear, mental, occult)Requirements The animate nightmare's previous action was a nightmare tendril Strike against a creature
Effect The animate nightmare's touch lingers and infuses the mind of the creature it just attempted to Strike. The creature takes 8d6 persistent,mental damage (DC 38 will save). If the creature is already taking persistent mental damage from Panicking Touch, it must instead succeed at a DC 38 will save or endure a different effect based on the animate nightmare's apocalyptic embodiment; this additional effect lasts as long as the persistent mental damage lasts.
Disaster The target is Frightened 2 and can't reduce its frightened condition.
Disorder The target is Confused.
Famine The target is Clumsy 1 and Enfeebled 1.
Plague The target is Slowed 1.
Occult Innate Spells (DC 38, +30 to hit)
1st Level: Fear (At Will), Sleep
4th Level: Nightmare, Translocate (At Will), Vision of Death
6th Level: Vampiric Exsanguination
7th Level: Mask of Terror, Warp Mind
9th Level: Phantasmagoria
Whereas animate dreams form from the fears of specific individuals, animate nightmares are spawned by the terrors that beset civilizations. An animate nightmare's appearance depends on the type of fear that created it, but, like fears, result in similar forms.
Emigrants From Dreams
Animate nightmares often haunt the ruins of the civilization that birthed them. Others are drawn to Jandelay, the enigmatic demiplane where the fragments of dead worlds are preserved for all eternity, or to Abaddon, where apocalyptic nihilism is the rule. These latter nightmares might stay close to their "parent" civilizations, while others wander the broken avenues of multiple worlds, feeding off the traces of fear that linger in those places.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DreamCreatures native to the Dimension of Dreams can possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always unholy and immune to that realm's freezing temperatures.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.