Dream DrownerCreature 12
Source Pathfinder Adventure Path: Hell's Destiny
Perception +22 (darkvision, wavesense (imprecise) 20 feet)
Languages Aklo, Common, Sakvroth, Thalassic, Telepathy 100 Feet
Skills Lore +25, Lore +25, Arcana +25, Athletics +23, Deception +23, Intimidation +23, Occultism +25, Society +25, Stealth +22
Str +6, Dex +6, Con +7, Int +7, Wis +5, Cha +6
AC 31; Fort +25; Reflex +19; Will +22; +1 status to all saves vs. magic
HP 220
Speed 10 feet (swim 80 feet)
Immunities mental, poison
Resistances Cold 10
Tentacle
+26 (+22, +18) to hit (agile, magical, poison, reach 10) 3d8+6 Bludgeoning + 2d6 PoisonPincer
+24 (+19, +14) to hit 3d10+12 BludgeoningTelepathy 100 feet (aura, magical, mental)
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. MagicEntrancing Movement (aura, occult, visual)30 feet.
The dream drowner's tentacles move with hypnotic grace. When a creature ends its turn in the dream drowner's aura, it must attempt a DC 32 will save, becoming Stupefied 1 on a failure (or increasing its stupefied value by 1, to a maximum of 4). The dream drowner can deactivate or activate this aura by using a single action, which has the concentrate trait.
Eldritch Toxin (curse, occult)A creature touched by a dream drowner's tentacles must succeed at a DC 29 will save or become Stunned 1 (Stunned 2 on a critical failure).
Entangled Thoughts (emotion, mental, occult)A creature affected by a dream drowner's Dominate spell becomes Confused for 1 minute after the dominate spell ends. The creature can attempt a DC 32 will save at the end of each of its turns to end the condition.
Mind Leech (mental, occult)When a creature fails or critically fails a Will save against a dream drowner's occult innate spells, the creature takes 1d6 mental1d6 nonlethal mental damage per rank of the spell.
Subjugate Minds
(concentrate, mental, occult)A dream drowner assaults the minds of distracted creatures. Each creature within a 20-foot emanation that has the Fascinated or stupefied condition takes 10d8 mental damage (DC 32 will save).
The dream drowner can't use this ability again for 1d4 rounds.
Tentacle Flurry
The dream drowner makes a tentacle Strike against each creature within its reach. These Strikes count toward the dream drowner's multiple attack penalty, but the multiple attack penalty doesn't increase until after the dream drowner makes all its attacks.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Occult Innate Spells (DC 32, +24 to hit)
3rd Level: Hypnotize (At Will), Mind Reading (At Will)
4th Level: Suggestion (At Will)
5th Level: Sending (At Will)
6th Level: Dominate
Rituals
Dream drowners are anemone-like predators from Orv's flooded vaults. A dream drowner indefinitely parasitizes and mentally controls a host to serve as its mount as it seeks out the thoughts of thinking prey to consume. So far, any attempt to communicate with these creatures elicits aggression, yet the beings' behavior demonstrates extraordinary intelligence.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.