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The Demented One
2006-08-08, 10:45 AM
Alptraumacht
Size/Type: Medium Outsider (Dreamborn, Extraplanar)
Hit Dice: 14d10+56 (131 hp)
Initiative: +9
Speed: 30 ft.
Armor Class: 27 (+5 Dex, +12 natural), touch 15, flatfooted 22
Base Attack/Grapple: +14/+18
Attack: Slam +18 melee (1d6+4 touch of sleep)
Full Attack: 2 Slams +18 melee (1d6+4 plus touch of sleep)
Space/Reach: 5 ft./5 ft.
Special Attacks: Greater nightmare, touch of sleep, spell-like abilities
Special Qualities: Outsider traits, darkvision 60 ft., DR 15/magic, immune to fear, charm, and sleep, resistance to acid 10, cold 10, and fire 10, dreamwalking, veil of nightmares
Saves: Fort +13, Ref +14, Will +12
Abilities: Str 18, Dex 20, Con 18, Int 16, Wis 16, Cha 22
Skills: Bluff +23, Concentration +21, Hide +22, Intimidate +23, Knowledge (The Planes) +20, Listen +20, Lucid Dreaming +30, Move Silently +22, Search +20, Sense Motive +20, Spot +20
Feats: Improved Initiative, Ability Focus (Greater Nightmare), Dodge, Mobility, Spring Attack
Environment: Plane of Dreams
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 15-20 HD (Medium), 21-25 HD (Large)
Level Adjustment:

Alptraumachts are the weavers of nightmares and the artisans of fear. They lurk within the Plane of Dreams, sending nightmares to any mortal they see fit. They are not responsible for ordinary nightmares, simply the subconscious dealing with fear. Rather, they send the nightmares that twist men to do evil acts, that break weak minds, and that kill all hope. An Alptraumacht appears as a column of twisting black dreamstuff, with two brilliant white sparks for eyes.

Greater Nightmare (Sp)
A Alptraumacht on the Plane of Dreams may, by meditating for ten minutes, send a greater nightmare to any creature. This functions like the nightmare spell, caster level 14th, with a Will save DC of 25. The subject of the effect gains no bonuses on his Will save based on the Alptraumacht’s knowledge or connections to him, though he still suffers any such penalties. In addition to the normal effects of a nightmare, a greater nightmare bestows one of the following effects of the Alptraumacht’s choice. The save is Charisma based.
Corrupting Nightmare: The subject of a corrupting nightmare must make a second Will save, DC 25, or have his alignment shift one step towards neutral evil.
Disgusting Dream: The subject of a disgusting dream is sickened for 2d4 hours after waking up.
Exhausting Nightmare: The subject of an exhausting nightmare is exhausted, rather than fatigued, upon awaking.
Maddening Nightmare: The subject of a maddening nightmare takes 1d4 points of Wisdom damage.
Terrifying Nightmare: The subject of a terrifying nightmare is shaken for 2d4 hours after waking up.

Touch of Sleep (Su)
Any creature hit by an Alptraumacht’s slam attack must make a DC 23 Will save or fall asleep for 3d10 minutes. The save is Charisma based.

Spell-Like Abilities
At will–deep slumber (DC 19), dream; 3/day–greater teleport, symbol of sleep (DC 22); 1/day–plane shift.

Dreamwalking (Su)
While on the Plane of Dreams, an Alptraumacht gains a fly speed of 30 ft., with perfect manueverability, and gains the benefits of the freedom of movement spell, caster level 14th.

Veil of Nightmares (Su)
Once per day, as a standard action, an Alptraumacht may surround itself in a veil of tainted dreamstuff. It gains a +5 deflection bonus to AC, and any creature that successfully hits it in melee must make a DC 23 Will save or be shaken for 2d6 rounds. The veil lasts for 10 rounds, after which it fades into inert dreamstuff.

Skills
An Alptraumacht has a +10 racial bonus on all Lucid Dreaming checks.

The Vorpal Tribble
2006-08-08, 11:40 AM
Nice one ;D

Can never have enough dreambeasts and the the greater nightmare ability is great.

Need to reword this though:
"Exhausting Nightmare: The subject of an exhausting nightmare, rather than fatigued, upon awaking."