View Full Version : [Creature/Type] Now I lay me down to sleep...

The Vorpal Tribble
2010-04-10, 08:17 PM


- Pangari -
- Dream Guard -
- Yani-Yileen -
- Crystal Child -
- Dalmerdal -

The Tardemah are an enigmatic race of celestials native to the Region of Dreams and servants of Godminds and deities of mind and prophecy. They are a strange and often mysterious race even to other celestials. They are regarded as eccentric, if not somewhat mad, but nevertheless important allies in the continuous battle waged against evil. Tardemahs witness atrocities and perversions that not even the foulest minions of the abyss have experienced for they are dredged up from the darkest desires of those who dream. Tardemahs quest to aid dreamers in ridding themselves of these deep inner thoughts, as well as protecting them from nightmares come to life and other foul beings of dream.

Visions and prophesies are likewise the expertise of the Tardemahs, giving their dire deliveries and assuring that the recipient remembers upon awakening.

The Tardemah rarely appear as the holy creatures they are, instead having an unusual if not downright eldritch appearance that is as strange as the dreams in which they dwell.

Tardemah Traits

Immunities: Tardemah have long dealt with the worst things that can be dreamt. Along with their orientation to the unexpected and random nature of their surroundings they gain immunity to fear, figments, glamor, phantasm, polymorph, and sleep affects.

Been of Dream (Ex): Tardemah are creatures of dream and appear hazy and out of focus, such that all melee and ranged attacks against them are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks.

Dream Travel (Ps): Tardemah can use dream travel at will, as the power (manifester level 14th), except that the creature may only transport itself and up to 50 pounds of objects.

Mindsight (Ex): Tardemah can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsight.
They also perceives several observable characteristics about each being detected with mindsight, including the being's type, alignment and Intelligence score. The Tardemah need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

Telepathy (Su): Tardemah can communicate telepathically with any creature within 120 feet that has an Intelligence score. The creature can respond to the Tardemah if it wishes - no common language is needed.

Uncanny Mind: The Tardemah mode of thought is difficult to comprehend and manipulate, so that they receive a +4 racial bonus on saves against all mind-affecting spells and powers.

Except where otherwise noted, Tardemah speak Celestial and Somnian.

The Vorpal Tribble
2010-04-10, 08:18 PM

A feeling of dread rises within you and you rise up in your bed, looking around your dark bedroom. A shadow by the wall peels off and takes the form of a vicious panther. A deep growl rumbles in its throat as it squats down to leap...

Medium Outsider (extraplanar, good, psionic, tardemah)
Hit Dice: 8d8+8 (44 hp)
Initiative: +6
Speed: 40 ft. (10 squares), climb 40 ft.
Armor Class: 22 (+3 deflection, +6 dex, +3 natural), touch 20, flat-footed 18, 20% miss chance
Base Attack/Grapple: +8/+16
Space/Reach: 5 ft./5 ft.
Attack: Bite +12 melee (1d8+4)
Full attack: Bite +14 melee (1d8+4), and 2 claws +12 melee (1d4+2)
Special Attacks: Fear aura, improved grab, pounce, psionics, rake, shadow prowl
Special Qualities: Alternate form, darkvision 60 ft., immune to charm, low-light vision, outsider traits, Tardemah traits, telepathy
Saves: Fort +7, Ref +12, Will +10
Abilities: Str 18, Dex 23, Con 12, Int 12, Wis 19, Cha 17
Skills: Autohypnosis +15, Balance +14, Climb +14, Escape Artist +17, Hide +20, Intimidate +14, Jump +12, Knowledge (the planes) +10, Listen +15, Lucid Dreaming +23, Move Silently +20, Sense Motive +8, Spot +15
Feats: Multi-Attack, Psionic Charge, Subduing Strike, Weapon Finesse (B)
Environment: Region of Dreams
Organization: Solitary
Challenge Rating: 8
Alignment: Always chaotic good
Treasure: None
Advancement: 9-14 HD (Medium), 15-22 HD (Large)
Level Adjustment: --

Pangari in their natural form appear as very large, muscular humanoids with massive firm bellies and stout limbs. Their skin is extremely dark and covered in black down. They have hairless heads aside from their downy covering, with large, mobile ears. Their watchful eyes are a deep umber and slitted like a cats and their teeth come to sharp points. They have long, thin whiskers with ends that glow with a brilliant spark.

This form however is very rarely ever seen. More often that are encountered in their feline forms. They look to be very large jaguars with rippling muscles and lusterous black fur that gleams.

Few upon coming across a pangari would think them goodly beings concerned with the state of one's soul, but such is the case. Pangari are often considered a symbol of lust by those whom study dreams, stalking the impure desires that manifest within dreams, be they bidden or unbidden. Towards good aligned beings they are sympathetic, knowing that all creatures have lustful impulses. So when it comes into dreams they tend to attack the source, shredding it with feline jaws and claws. Often pangari will follow through by chasing the dreamer and staying behind just close enough to strike fear into him.

They are less merciful to neutral and evil dreamers. Pangari delight in tormenting the dreams of those who eagerly seek out perversions, frightening them to distraction until they wake in a cold sweat for their own good.

Pangari comes in both male and female forms, usually the opposite of the gender of the dreamer they stalk.

They stand between seven and eight feet tall in humanoid form, or six feet long as a jaguar, and weigh in the category of 450 to 500 pounds.

Pangari speak celestial and common but more often use their telepathy ability to communicate.

Pangari rarely have to worry about battles as little can really threaten them within the realm of dream. They prefer to give chase and frighten, but if the dreamer is a particularly vile individual pangari are wont to use their improved grapple to get a hold on the being and pull them into the dreamheart (the energies of which the pangari is immune).

If for any reason pangari are outside Dream they tend to stalk their victims, waiting for

Alternate Form (Su):
A pangari can assume the shape of a large black panther at will. It retains all the abilities of its standard form though its base land speed increases by 10 feet and it can use its shadow prowl ability.

Improved Grab (Ex): To use this ability, a pangari must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pangari receive a +4 racial bonus on grapple checks, which is already included in the statistics above.

Pounce (Ex): If a pangari charges a foe, it can make a full attack, including two rake attacks.

Psionics: Manifester level 10th. Save DC's are Charisma-based. Powers are manifested to their maximum for the pangari's manifester level if applicable.
At will - Aura Detection, Body Equilibrium, Catfall, Read Thoughts
1 day - Null Psionics Field, True Seeing.

Rake (Ex): Attack bonus +14 melee, damage 1d4+4.

Shadow Prowl (Ex):
A pangari can take a move action to obscure its exact position. Until its next turn, it has concealment. Alternatively, it can take a full-round action to entirely obscure its exact location. Until its next action, it has total concealment.

Unsettling Gaze (Su):
Any living creature within sixty feet that look into a pangari's eyes must make a DC 17 will save or become panicked. If the Will save succeeds, the creature is shaken for 1 round. The pangari can discontinue this ability at will. The save DC is Charisma-based. This is a mind-affecting, fear effect.

Skills: Pangari have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Pangari have a +8 racial bonus on Balance, Climb, and Lucid Dreaming checks. A pangari can always choose to take 10 on a Climb check, even if rushed or threatened.

The Vorpal Tribble
2010-04-10, 08:21 PM
Dream Guard

"Hush little one, they're only dreams, they can't harm you..."

Large Outsider (extraplanar, good, incorporeal, tardemah)
Hit Dice: 11d8+33 (82 hp)
Initiative: +11
Speed: Fly 80 ft. (perfect)
Armor Class: 24 (+7 dex, +5 deflection, +3 insight, -1 size), touch 24, flat-footed 17; or 29 (+7 dex, +3 insight, +10 natural, -1 size), touch 19, flat-footed 22; 20% miss-chance
Base Attack/Grapple: +11/+22
Attack: Incorporeal slam +18 melee touch or +18 melee against incorporeal foes (1d8 nonlethal or 1d8+5 against incorporeal foes)
Full Attack: Incorporeal slam +18 melee touch or +18 melee against incorporeal foes (1d8 nonlethal or 1d8+5 against incorporeal foes) and wings +16 melee touch or +16 melee against incorporeal foes (4d6 nonlethal or 4d6+2 against incorporeal foes)
Special Attacks: Dream guarding, maneuvers & stances, spell-like abilities, telekinetic force
Special Qualities: Incorporeal traits, natural invisibility, outsider traits, reocurring dream, tardemah traits, unknown presence
Saves: Fort +10, Ref +14, Will +10
Abilities: Str 20 (- against nonethereal), Dex 24, Con 17, Int 10, Wis 16, Cha 20
Skills: Autohypnosis +17, Concentration +17, Diplomacy +19, Listen +17, Lucid Dreaming +17, Search +14, Sense Motive +17, Spot +17
Feats: Dreamtelling, Flyby Attack, Improved Initiative, Multiattack, Weapon Finesse(B)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral Good
Advancement: 12-19 HD (Large), 20-36 HD (Huge)
Level Adjustment: -

This skittish creature is fairly humanoid with a whiplash lean form and bare head with the hint of a hooked beak. The being itself is unseen and unfelt, except for its eerie shadow that doesn't quite seem to be here or there, confusing the mind. From the shoulders of its shadow grow many long, arm-thick wing-pinions devoid of feathers, like a fan of blades.

Dream Guards are often the guardians of children who will some day grow to be powerful prophets. Others are the target of possession or evil beings of dream who attempt slide past defenses through the being's mind. The child from that moment forward is protected by the Dream Guard, whose sole purpose is to battle the demons in a child's dreams and protect it from other nightmarish entities.

Only the child is able to see their guardian, and only then as a strange shadow. To others a dream guard is completely invisible. Some children with imaginary friends have a very real Dream Guard keeping them company.

Dreamguards stand around 10 feet high but weigh absolutely nothing because of their incorporeal nature. They speak celestial and common but communicate almost exclusively via their telepathy.

Within the realm of dream a dreamguard has little to fear, especially if it is looking over its charge's dreams. It tends to come up unawares and use its Gust of Will ability to remove the negative elements from its child's dream. If this proves unsuccessful the guard will hallow or take over the dream, making it as unattractive as possible to whatever plagues it. If worse comes to worse it will awaken its charge and thus ending the dream.

A Dream Guard out of Dream prefers to put its enemies to sleep if possible. If this fails it uses its telekinetic thrusts to hurl its enemies away, or more favorably, lifting them high into the air, and letting them fall to their deaths.

A dream guard's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Dream Guarding (Su):
A dream guard can fully take charge of its child's dream, altering it at will. The dreamguard also gets a +10 circumstance bonus to its Lucid Dreaming check (see p. 203 of the Manual of the Planes) to blow an attached night hag, possessing fiend, or invading dreamborn creature out of a dreamscape and into the dreamheart.

A dreamguard gains a +4 bonus on Intimidate, Listen, Sense Motive, and Spot checks when using these skills against creatures of dream. Likewise, it gets a +4 bonus on its attack and weapon damage rolls against such creatures. A dreamguard is immune to another's dreamborn miss-chance.

It also may use the following abilities within a dreamscape:

Gust of Will - Within the realm of dream a dreamguard can use its wings to produce a powerful mental wind in an attempt to remove any creature from the dreamscape the guard occupies. Any creature it targets is blown about as if by hurricane force winds and must make a DC 20 will check or be hurled out of the dreamscape, causing the target to awake. If the dreamguard wishes it can instead attempt to blow its victim out of the dreamscape and into the dreamheart if it succeeds on its Lucid Dreaming check. The save DC is Charisma-based.

Hallowed Dream - A dreamguard can hallow a dreamscape as the spell at will.

Incorporeal Traits
A dreamguard is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Maneuvers and Stances (IL 11)
Stance: Pearl of Black Doubt (DM3)
Boost: Covering Strike (WR4), White Raven Tactics (WR3)
Strike: Daunting Strike (DS5), Greater Insightful Strike (DM6), Rallying Strike (DS6), Ruby Nightmare Blade (DM4)
Disciplines: Devoted Spirit, Diamond Mind, White Raven
A dreamguard recovers expended maneuvers by resting and meditating for 5 minutes. Each of its maneuvers can be initiated once per encounter.

Natural Invisibility (Ex): A dream guard is effectively invisible as the spell even when attacking.

Recurring Dream (Ps):
It is extremely difficult to destroy a Dream Guard as it becomes an intricate part of the charge it guards. If a Dream Guard is killed it reappears 1d8 days later in the charge's dream and is recreated by their mind. Only such spells as Limited Wish, Miracle, and Wish can permanently destroy the dream guard or other extreme methods such as killing the ward, or using bestow curse so that she will not dream of her guardian after its death.

Spell-like abilities: Caster level 15th. Save DC's are Charisma-based.
Continuous - Magic Circle Against Evil (DC 19)
At will - Lullaby (DC 15), *Restful Slumber (DC 16), Sleep (DC 16)
3/day - Deep Slumber (DC 18), *Manifest Nightmare (DC 19)
1/day - Symbol of Sleep (DC 20)

* From Heroes of Horror, p. 127.

Telekinetic Force (Ps): A dreamguard can use telekinetic force (DC 20) as a standard action that does not provoke attacks of opportunity. Manifester level 15th. The save DC is Charisma-based.

Unknown Presence (Ex):
Any clairsentient or scrying abilities to detect the Dream Guard only shows its charge if it has one, otherwise it remains undetected. Anyone using Sense Link on the child can see the shadow of the Dream Guard.

The Vorpal Tribble
2010-04-10, 08:23 PM
Yani-Yileen (Peaceful Dream)

You scream out as your father lifts once more his hand to strike you, but something glowing rushes forward and takes the blow. You abuser looks furious but then fades away. A creature of unearthly beauty glances down and smiles as it offers you its hand...

Medium Outsider (extraplanar, good, psionic, tardemah)
Hit Dice: 4d8 (20 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 18 (+4 dex, +4 perfection), touch 18, flat-footed 14; 20% miss-chance
Base Attack/Grapple: +4/+4
Attack: Touch of Shame +8 melee
Full attack: Touch of Shame +8 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics, touch of shame
Special Qualities: Blessed child, calming Aura, darkvision 60 ft., dreamborn, hallowed dream, immune to blinding and despair spells and affects, low-light vision, power resistance 20, outsider traits, resistance to violence, somnian subtype, telepathy 60 ft., truth sense
Saves: Fort +4, Ref +8, Will +6
Abilities: Str 10, Dex 18, Con 11, Int 16, Wis 15, Cha 21
Skills: Autohypnosis +9, Balance +11, Concentration +7, Diplomacy +20, Handle Animal +13, Heal +9, Knowledge (the planes) +10, Listen +9, Lucid Dreaming +9, Perform (sing) +23, Sense Motive +15, Spot +9
Feats: Dodge, Psionic Dodge, Weapon Finesse(B)
Environment: Region of Dreams
Organization: Solitary, Pair, Trio, or Wake (4-15)
Challenge Rating: 4
Treasure: None
Alignment: Often Neutral Good
Advancement: 5-13 HD (Medium)
Level Adjustment: -

Yani-Yileen are the bringers of pleasant dreams that leave those whom awake filled with hope and a sense that the day will turn out alright. To dreamers filled with despair and despondency they are wont to visit, rewarding them for their strength in remaining true to their values and beliefs despite adversity. They are also those whom are most often given the task of delivering visions and prophesies.

Of all the tardemah the Yani-Yileen are the most approachable and human-like, though still retain a modicum of the disconcerting feel that these celestial have upon others.

Yani-Yileen appear as a tall, willowy people with a vaguely elven appearance surrounded by an opalescent aura that shimmers with multi-colored hues as it moves. Their skin is hairless and pale, with flowing white hair that reaches unbound to their ankles. Their faces are flawless and beautiful, but more so because of the gentle contentment than because of its form. Their eyes are generally light blue or green and extremely large, though not aberrantly so. They wear gossamer togas that comes to their bare feet.

Oddly enough, despite their stature and appearance, yani-yileen come across to most as children. Perhaps this stems from the openly expressed trust that goodness, hope and light can overcome all odds. They are indeed child-like in their belief that everything will come out alright. This point of view is seen as a supposedly naive weakness by many, but in the presence of a Yani-Yileen these foolhardy hopes can become very real.

Yani-Yileen are around seven feet tall and weigh 140 lbs. They speak celestial and common, but resort to telepathy with others that don't know these languages.

Given a choice a yani-yileen would never have to even look upon combat, much less participate and will use their aura, diplomatic skills and psionic abilities in an attempt to calm their opponents. If this proves unsuccessful they'll try to shunt the aggressor from its dreamscape. Out of the region of dream they tend to avoid combat unless their foe poses a threat to others. It will then with great reluctance, but with a rare flash of anger, draw their opponent's attention, avoiding blows to the best of its abilities, and then darting in to use its touch of shame.

Blessed Child (Su):
A yani-yileen can put a special blessing upon those of good alignment. The receiver of the blessing, if they should ever bear or father offspring, will find that one of these children (or more if multiple blessings are given) are special in an unusual way. These Crystal Children as they are called tend to be more attractive than most, with especially large, gentle eyes, and are from the start quiet and affectionate. Many tend to be strongly empathic and slow to anger.

This blessing tends to be given to kindly folks whom nevertheless lead hard lives with little happiness. These children however bring a joy and contentment that the parent might otherwise never know.

Calming Aura (Su):
A yani-yileen is constantly surround by a calming aura to a radius of 40 feet. Creatures within this area must make a successful Will save (DC 10 + one-half the yani-yileen's HD + its Cha modifier) or be affected as by the Calm Emotions spell.

Hallowed Dream (Su):
A yani-yileen can hallow a dreamscape as the spell at will.

Psionics: Manifester level 5th. Save DC's are charisma based.
Continuous - Detect Hostile Intent, Empathy
At will - Aura Sight, Clairvoyant Sense,
3/day - Attraction (DC 18), Charm (DC 18), Telempathic Projection (DC 16)
1/day - Fatelink (DC 18).

Resistance to Violence (Su):
If a creature strikes a yani-yileen with a manufactured weapon, the weapon must make a successful fortitude save (DC 10 + one-half the yani-yileen's HD) or shatter against the yani-yileen's skin, doing no harm.

Touch of Shame (Su):
A yani-yileen can make a touch attack against a living, thinking foe, transfering upon them the way the yani-yileen views them and their actions. Unless the shamed opponent makes a successful Will save (DC 20) the opponent becomes under the affect of a Crushing Despair spell. The penalties from multiple touches stack and once their attack roll reaches 0 the opponent throws down his weapon in disgust and will not try to harm another being for five minutes. The save DC is Charisma-based.

Truth Sense (Su):
A yani-yileen can automatically tell if a falsehood is being told as if continuously under the effects of the Discern Lie spell, except that it can sense a lie being said by any being within hearing.

Yani-Yileen gain a +10 perfection bonus to their diplomacy, perform (sing), and sense motive checks.


Crystal Child

Crystal children are special children whose parents were blessed by their deity or outsiders of the region of dream before the child was ever born or while still in the womb. Others are born without intervention, a natural defense against prevalent nightmares shared with the mother. Crystal children tend to be both beautiful in body and spirit with especially large, gentle eyes, and are on the whole very quiet and affectionate people. They form friendships easily and are very sensitive to the feelings of those about them. They tend to be opposed to violence though have been known to take up arms to protect themselves and others.

Crystal children tend to be of neutral good alignment.

Creating a Crystal Child
Crystal Child is an inherited template that can be added to any humanoid (refered to hereafter as the "base creature").

Size and Type: The creature's type does not change, though it gains the psionic subtype.

Special Attacks: A crystal child has all the special attacks of the base creature, plus the following special attacks.
Psi-Like Abilities (Sp): A crystal child possesses the psi-like abilities indicated below. Manifester level is equal to the crystal child's HD. The save DCs for a crystal child's psi-like abilities are Charisma-based.
At will - Empathy (range is 5 feet per HD)
1/day - Mindlink

Special Qualities: A crystal child has all the special qualities of the base creature, plus the following special qualities.
Naturally Psionic: A crystal child gains 1 bonus power point.
Sweet Dreams: A crystal child rarely has trouble sleeping, and gains a +2 bonus against harmful powers and spells based on dream, such as Nightmare, and a +1 bonus against fear-effects.

Skills: A crystal child gains diplomacy, handle animal and lucid dreaming as a racial skill.
Abilities: Increase from the base creature as follows: Wis +2, Cha +2.
Level Adjustment: Same as base creature +1

The Vorpal Tribble
2010-04-10, 08:25 PM
Dalmerdal (Possessor of Knowledge)

As you walk through the forest the trees seem to become larger and larger until they lead into a clearing dominated by a single massive oak, its branches so far above they cannot be seen. Sitting cross-legged at the base of its trunk is a strange looking man. He looks up from bottomless depths instead of eyes...

Medium Outsider (extraplanar good, law, psionic, tardemah)
Hit Dice: 19d8+95 (180 hp)
Initiative: +1
Speed: 60 ft. (12 squares), climb 60 ft.
Armor Class: 38 (+1 dex, +9 insight, +8 natural, +10 perfection), touch 30, flat-footed 37; 20% miss-chance
Base Attack/Grapple: +19/+20
Attack: +1 returning vorpal boomerang +21 ranged (1d8+2 + 4d6)
Full attack: +1 returning vorpal boomerang +21 ranged (1d8+2 + 4d6) or soulknife +24/+19/+14/+9 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of unreality, eyescape, psionics, summon dreamborn, unfettered mind, vorpal boomerang
Special Qualities: All-around vision, blindsight 60 ft., damage reduction 15/evil and chaos, dreamborn, dream interpretation, fast healing 10, immunity to blinding, confusion and insanity powers and affects, outsider traits, persistent focus, power resistance 36, tardemah traits, true seeing
Saves: Fort +15, Ref +11, Will +22
Abilities: Str 12, Dex 12, Con 21, Int 20, Wis 31 (+10), Cha 21
Skills: Autohypnosis +31, Bluff +27, Concentration +27, Diplomacy +27, Escape Artist +23, Intimidate +27, Jump +23, Knowledge (nature/psionics/religion/the planes) +27, Listen +32, Lucid Dreaming +32
Feats: Greater Psionic Weapon, Inquisitor(B), Hear the Unseen, Iron Will, Mental Leap, Point Blank Shot, Psionic Weapon, Up the Wall
Environment: Dreamheart
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always lawful good
Advancement: 20-59 HD (Medium)
Level Adjustment: -

Guardian celestials of dream and highest ranking servants of the godminds of the Dreamheart, dalmerdals are amongst the wisest creatures in creation. They can assume the form of any creature or object they wish, but only very rarely do so. Their natural form resembles a slightly short, lanky human with dark reddish-brown skin. Their faces are ageless and unlined, but they seem ancient nonetheless. From their heads grows a veritable mane of extremely wavy silvery white hair held back by leather headbands. Their lean faces show no emotion whatsoever, unless it is one of calm control. The eyes, which are normally closed, are nonexistent. In their place are holes of unfathomable depth within which tiny pinpoints of light chase and revolve around one another in a hypnotic fashion. They wear nothing but dun colored loincloths, and sometimes within the exact middle of their forehead is what appears as a circle of white paint as if rubbed there by fingertip.

Dalmerdals are found almost exclusively within the great forests of the Karribi, or Mindfields, found within the center of the Dreamheart which unlike its chaotic surroundings is kept stable and unchanging by the collective minds of those that dream. In these forests are the rare massive trees miles high surrounding their comparatively diminutive brethren. Halfway up the trunk the wood twists in on itself and forms arches all about its circumference and meeting back together scores of feet overhead. They braid back together flush and from there the trunk continues until it erupts into thousands of branches thick with foliage. Within each of these dozens of arches is a skeletal figure with parchment-like skin stretched over the bones. In places the skin has torn and shredded webs collect dust, though there is no sign of their arachnid makers. These remains are barely clothed by a collection of loose, filthy rags that may once have been fine vestments. The Dead Watchers as they call themselves do much as their name suggests, watching over the dreamheart and the dreamscapes that float like islands about it. None know why the Watchers take this form, save perhaps the Dalmerdal who do not tell. These watchers communicate to one another, and to the Dalmerdal whom are the mobile servants of the Watchers, going hither and thither where they are needed. Often times they are merely found sitting at the base of the trees, deep in thought or communication beyond the understanding of most beings.

A dalmderal normally stands about 5-6 foot and weighs around 120 lbs. They seem to be capable of speaking any language that exists, though it may simply be a form of telepathy so subtle none recognize it from normal speech.

Dalmerdals are more loathe to fight than any of the tardemah, instead trying to calm combatants by reading their minds and finding the cause of their hositility. Those whom remain violent are usually thrown out of the dreamheart or dreamscape. Particularly vile and evil combatants however are doomed to spend their existence in an eternal dreamscape of the dalmerdal's creation. Only when the threat is too powerful to imprison or too dangerous to ignore does a dalmerdal resort to battle.

A dalmerdal's +1 returning vorpal boomerang is a long piece of curved, highly polished dark wood with a razor-sharp edge. The weapon deals slashing damage, in addition to 4d6 extra damage. A dalmerdal can also manifest a mind blade as a 16th level Soulknife.

A dalmerdal's natural weapons, as well as any weapons it wields, are treated as law-aligned and good-aligned for the purpose of overcoming damage reduction.

Aura of Unreality (Su):
Dalmerdal's are so closely connected with the phantasmal underlying fabric of dream that if the Dalmerdal wishes, anyone that comes within 5 feet is faced with a reality they cannot handle. They must make a DC 24 will save or go insane as the insanity power. If they make the save they still take 1d4 wisdom drain and are dazed until the next round. Those that make the save cannot be affected again until they sleep or 24 hours, whichever comes first. The save DC is Charisma-based.

Dream Interpretation (Su):
Just by hearing or witnessing a dream a Dalmerdal can tell what is in store for the dreamer with uncanny accuracy. He's considered to have the Dreamtelling feat and gains a +20 bonus to his check.

Eyescape (Su):
Each of the mote-like sparks within a Dalmerdal's eye is a complete dreamscape that because of the nature of dream can be of any size. These scapes may be a series of ideal places that dalmerdal may retire to while others are hellish places where particularly foul dreamers, demons and creatures of dream are imprisoned, some maybe never to return. These scapes are in complete control by the Dalmerdal and normal lucid dreaming does not work within them. A dalmerdal can imprison any being that it looks upon unless the subject can make a DC 29 Will check. Those that make the save cannot be imprisoned for 24 hours. This is a gaze effect.

Persistent Focus (Ps):
A dalmerdal is always considered psionically focused.

Psionics: Manifester level 20. Save DC's are wisdom based. Powers are manifested to their maximum for the dalmerdal's manifester level if applicable.

At will - Aura Sight (DC 23), Body Equilibrium (DC 21), Call to Mind (DC 20), Empathy (DC 20), Greater Concealing Amorpha (DC 22, stacks with miss-chance), Dream Travel (DC 26); Greater Precognition (DC 25), Mind Probe (DC 24), Read Thoughts (DC 21), Sensitivity to Psychic Impressions (DC 21);
4/day - Temporal Acceleration (DC 25);
1/day - Form of Doom (DC 25), Plane Shift (DC 26).

True Seeing (Su): Dalmerdals have a continuous true seeing ability, as the power (manifester level 20th).

Unfettered Mind (Ex):
Once per week a dalmerdal can allow all preconceived notions and mental boundaries fall away. For a full minute they perceive time, space and thought as a whole. In this minute they may pass through any boundary, learn any answer, manifest any power or cast any spell or proceed to any point in space and time. So overwhelmed are they with these revelations that they cannot do anything else within this minute than their original action, aside from simple movement. As this minute is up (from their personal perspective) they return to the place and time they started.

There is a 25% accumulative chance every month of the dalmerdal losing themselves within this overpowering insight. Those whom become lost dissipate and become one with the universal consciousness that composes the region of dreams. Because of this dalmerdals only use this ability more than once a month in the most dire situations.
Any mortal who in any way is in contact with a dalmerdal's mind as it its mind unfetters instantly dies, no save, for no mortal being, no matter how powerful, can full encompass what the dalmderal experiences. Non-mortals (aside from deities and other dalmerdals) merely go insane as the insanity spell.

Vorpal Boomerang (Su): Every dalmerdal carries a +1 returning vorpal boomerang made of what appears as dark, waxed wood with a sharpened edge. It deals an additional 4d6 damage on a successful strike against against thinking creatures as the Mindthrust power.

A dalmerdal gains a +20 racial bonus on knowledge (the planes) checks in regards to the region of dreams and dreamtelling. A dalmerdal can always choose to take 10 on a Climb check, even if rushed or threatened.

The Vorpal Tribble
2010-04-10, 08:34 PM

The Vorpal Tribble
2010-04-10, 08:37 PM
These are actually the first creatures I ever submitted here when I was first getting into monster making. Just recently found the old thread and they needed a major overhaul. So I hauled'em.

2010-04-10, 10:42 PM
By "Been of Dream" under Tardemah traits, do you mean "Being of Dream?"

2010-04-10, 11:24 PM
Been of Dream (Ex): Tardemah are creatures of dream and appear hazy and out of focus, such that all melee and ranged attacks against them are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks.
Except where otherwise noted, Tardemah speak Celestial Somnian.
Should be "Being" I would think.
Should be "Celestial and Somnian"?

The Vorpal Tribble
2010-04-14, 09:34 AM
By "Been of Dream" under Tardemah traits, do you mean "Being of Dream?"
It could go either way :smallwink: