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Dream of DoomCreature 7


Rare​Medium​Dream​Evil​Incorporeal​
Source Pathfinder Society Scenario #4-07: A Most Wondrous Exchange!
Perception +13 (darkvision)
Languages Telepathy 100 Feet
Skills Acrobatics +13, Deception +17, Intimidation +17, Occultism +11, Stealth +11
Str -5, Dex +4, Con +3, Int +0, Wis +2, Cha +6

AC 22; Fort +14; Reflex +17; Will +13; +1 status to all saves vs. magic
HP 110
Speed 0 feet (fly 40 feet)
Immunities disease, paralyzed, poison, precision, sleep
Resistances All Damage 5

Nightmare Tendril One Action +18 (+14, +10) to hit (agile, finesse) 1d6 Mental

Telepathy 100 feet (aura, magical)

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. MagicImminent Demise (aura, illusion, mental, occult)

15 feet. Creatures within the aura experience an acute awareness of their own mortality, and are Doomed 1 for as long as they remain within the aura. Creatures with the dream trait are immune to this ability.

Endless Nightmare (curse, emotion, fear, mental, occult)

An animate dream's touch fills the victim's mind with terrifying visions

Saving Throw DC 24 fortitude

Stage 1 Fatigued (1 day)

Stage 2 fatigued and Stupefied 1 (1 day)

Stage 3 The victim falls Unconscious and can't be awakened as long as they remain at this stage (1 day).


Occult Innate Spells (DC 26, +16 to hit)

3rd Level: Fear, Impending Doom
4th Level: Dimension Door (At will), Nightmare, Sleep


An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream.

Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate.

An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual's dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.

An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren't as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won't starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.


Traits

Rare

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.

Dream

Creatures 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.

Incorporeal

An 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.