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D_Lord
2008-03-22, 10:31 AM
Ok, I am making a very interesting campaign. But I cant figure out or have the time to finish making the rest of the nightmares, my players are going to face.
I mean Nightmares as things of a bad dream not the firey horse. So am asking you guys.
Some common traits of nightmares is:

Daylight Vulnerablity All nightmare but the greatest can't stand the light of the sun. In Normal sun light all nightmares take 4d6 of damage per round. All level 10 or lower nightmares are destroyed in one round even if their hit points are still positive.

Aura of Fear All nightmares create fear in all who see them. Every nightmare above level 1 creates fear. Level 2 to 7 cause shaken, level 8 to 10 cause frightened, 11 to 15 create panicked, 16 to 20 can kill with fear(more on that later), and finaly for 21+ can cause the very essence causing total destruction. But there is only one of that and I made that one already.

Fear works normally until the highest levels. The killing with fear is a will save plus charisma vs. the level of nightmare's charisma plus level add 3 if shaken, 5 if Frightened and 8 if Panicked. Can only do it once per battle.The destruction save is mostly the same but adds 13. But then they face it they should be epic level.

Other then that you guys can go wild if making nightmares.
Please help I only have a month to get the campaign done.

D_Lord
2008-03-23, 05:22 PM
Please people comnet or something. I need help

Bhu
2008-03-24, 01:11 AM
level of your players needed etc.

DracoDei
2008-03-24, 02:32 AM
"can cause the very essence causing total destruction"
Can cause the very essence of WHAT to do WHAT causing total destruction?

Edit: Also, what do you need? Creature stats? Plot ideas? What?

D_Lord
2008-03-24, 11:32 AM
I need creatures, plot is mostly done, the players start from 5 up and work up to epic.

Bhu
2008-03-24, 12:57 PM
And you need the critters from the high end of the campaign or the low end?

DracoDei
2008-03-24, 03:08 PM
Well, it seems obvious to me that he would need the lower level ones more urgently, and the higher level ones can wait a little bit after that... unless he is doing something weird with flashbacks or playing through the first people to confront the threat, and then jumping ahead 1000 years to when it makes a come-back...

D_Lord
2008-03-24, 04:24 PM
I need more of the lower monsters.

Bhu
2008-03-25, 02:14 PM
How about making Nightmare a template? And then giving some example critters made with it? That would be much quicker than making a bunch of monsters.

Realms of Chaos
2008-03-25, 09:51 PM
Duskling
Small Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 15 (+1 size, +2 dex, +2 deflection)
Base Attack/Grapple: +1/-5
Attack: Slam +3 melee (1d4-2 damage)
Full Attack: Slam +3 melee (1d4-2 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ambush Mastery, Fear Feeding, Imposing Pressence
Special Qualities: Darkvision 60 feet, Daylight Vulnerability, Fear Immunity, Distracting Pressence
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 6, Dex 14, Con 10, Int 8, Wis 11, Cha 14
Skills: Hide +6, Intimidate +9, Move Silently +6
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, pair, dusk (3-10) or eventide (11-25)
Challenge Rating: 1/2
Treasure: 1/2 standard
Alignment: Usually Neutral Evil
Advancement: By character class.
Level Adjustment: +1

The creature before you is a shortish humanoid with a perfectly spherical and featureless head. The creature's skin is a deep shade of gray and is completely devoid of hair.

Dusklings are among the smallest of fear-born creatures, although they may be the most numerous. Although they feed off of fear, they lack the ability to create anything more than slight unease under most circumstances. To compensate, dusklings rely on intimidation and ambush to create fear in their foes. Others congregate to and serve greater nightmare creatures, feasting on the fear that they create.
Dusklings are 4 feet tall but amazingly weigh only twenty pounds.

Combat: When in combat, a duskling relies on ambush and intimidation to create fear, which it feeds upon to make itself a more fearsome combatant.
Ambush Mastery: Whenever a duskling makes a successful attack against a flat-footed foe, that foe is shaken for 1d4 rounds.
Daylight Vulnerability: See first post.
Distracting Pressence: All creatures within 30 feet of a duskling experience a deep sense of uneasiness. All such creatures take a -1 penalty to all listen checks, spot checks, and initiative rolls. The effects of multiple dusklings stack.
Fear Feeding: No more than once per round, as a move action, a duskling may make a touch attack against any shaken, frightened, or panicked creature within their reach. If it is successful, the duskling gains 5 temporary hit points and their slam attack deals an additional 1 point of cold damage with each attack. These benefits last for up to 1 minute and the effects of multiple feedings do not stack.
Fear Immunity: A duskling is immune to all fear effects.
Imposing Pressence: A duskling gains several benefits when using the intimidate skill. First of all, a duskling may attempt to demoralize a foe as a swift action. Secondly, a foe demoralized by a duskling is instead shaken for 1 round.
Skills: a duskling gains a +4 racial bonus on hide and move silently checks and a +8 racial bonus on intimidate checks.

Lurker
Tiny Abberation
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft., Climb 20 ft.
Armor Class: 16 (+2 size, +3 dex, +1 natural)
Base Attack/Grapple: +0/-10
Attack: Bite +3 melee (1d2-2)
Full Attack: Bite +3 melee (1d2-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: dark corners, darkvision 60 feet, daylight vulnerability, fear immunity, unforgettable presence
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 6, Dex 17, Con 13, Int 2, Wis 11, Cha 10
Skills: Hide +5, Move Silently +5
Feats: Weapon Finesse, Ability Focus (Dark Corners) (B)
Environment: Any
Organization: Solitary or pair
Challenge rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: 2-5 HD (small)
Level Adjustment: -

The small creature before you looks like an enlarged, six-legged spider. The creature possesses but a single eye, located in the center of its abdomen. Its fangs twitch excitedly.

Lurkers are animate nightmares, representing our fear of horrors we have yet to actually see. Possessing no more cunning than an average animal, they are content to wait for prey.

Combat: a lurker uses no complex tactics in combat. It tries to strike by surprise if possible but attacks with reckless abandon when it is ready to start an attack.
Dark Corners: when a lurker is slain, it slips its way into the mind of its slayer. The next time that its slayer encounters hostile creatures, falls unconscious, or sleeps, they must make a will save (DC 13). If they fail, the slayer reforms itself at full hit points within any square adjacent to its former slayer. If they succeed, the lurker is pushed out of its slayer’s mind and into oblivion.
Daylight Vulnerability: see first post.
Fear Immunity: lurkers have immunity to all fear effects.
Unforgettable Presence: Once any creature has fought against a lurker at least once, they become attuned to their unnatural presence. From that point on, whenever that creature is within 30 feet of a lurker, they instantly become aware of that fact. Furthermore, until all detected lurkers have been seen (or otherwise directly observed through traditional senses) and for one round afterwards, the creature is shaken.


I hope that helps.

D_Lord
2008-03-25, 10:58 PM
This is wonderful. Still I need more people, so please keep them coming.

Bhu
2008-03-26, 02:34 AM
Give me until the weekend, and I'll come up with something. Also, check out the critter thread in my sig. It might have something you can use.

D_Lord
2008-03-29, 11:03 AM
Hello anyone. I still need help with this. So please?

Xefas
2008-03-29, 01:35 PM
What about the Nightmares of people who have Erythropoietic Protoprophyria? They become sick and die from coming into contact with sunlight...wouldn't you need some kind of Sunlight Nightmare? But then he'd explode himself!

Anyway, just as a suggestion, you might be able to use some of the Monster Manual monsters just by slapping on the sunlight-damage effect on them. Things like the Cloaker and Gibbering Mouther are already nightmarish. I mean look:


http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG126.jpg

That's definitely nightmare material. And nothing says "Oh snap, we're doomed!" like someone's clothing coming alive and devouring them...


http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG36.jpg

Bhu
2008-03-29, 03:30 PM
Nightmare

Nightmare is an Inherited Template that can be applied to any creature.

Size and Type: Size is unchanged, Type becomes Outsider with the native subtype.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Recalculate Base Attack Bonus if it changes due to the type change.

Damage: Unchanged.

Special Attacks: The Nightmare retains all of the Special Attacks of the Base Creature, plus gains the following:

Aura of Fear (Su): Any living creature able to see the Nightmare must make a Willpower Save (Save DC is 10 plus half hit dice plus Charisma Modifier. If the opponent is already Shaken, Frightened, or Panicked the Save DC is +5) or be affected by the aura. If they succeed, they are immune to this Nightmare's Aura of Fear for 24 hours. If they fail the effect depends on the Hit Dice of the Nightmare. If it has 7 Hit Dice or less the opponents are Shaken for 2d6 rounds. If it has 8-10 Hit Dice they are Frightened for 2d6 rounds. If it has 11-15 Hit Dice they are Panicked for 2d6 rounds. If it has 16-20 Hit Dice they die if they fail the Save. If the nightmare has 21+ Hit Dice they die if they fail the save, and rise 1d4 days later as a Nightmare themselves (i.e. apply this template to them).

The Nightmare may also choose one selection from the following list for every 5 Hit Dice it has (max of 3 additional special attacks):

Horrific Appearance (Su): Identical to the Ghost Ability listed on page 118 of the Monster Manual.

Terror Attack (Su): If an opponent has been affected by the Nightmares Aura of Fear, it may attempt this attack. The Nightmare makes a single Natural Weapon attack (or any attack if it has no Natural Weapon) as a Full Round Action. If it is successful, the victim must make a Willpower Save (10 plus half hit dice plus Charisma Modifier) or be Paralyzed for 2d4 rounds in addition to the regular damage.

Flay Victim (Su): The Nightmare gains a damage bonus against victims who have failed their Save against a fear effect of some kind. The Damage Bonus depends on how badly they are affected: Shaken: +2, Frightened: +4, Panicked: +6.

Permanent Fear (Su): The Nightmare can scream as a Full Round Action, cursing one opponent within 60' if they fail a Willpower Save (Save DC is 10 plus half hit dice plus Charisma Modifier). If they succeed they are immune to this ability for 24 hours, otherwise they are permanently Shaken until Remove Curse, Dispel Evil, Miracle, or Wish is cast on them.

Dream Haunter (Su): One opponent within 60' must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier). If he succeeds he is immune to this ability for 24 hours. If he fails he has nightmares every night until he either kills you, or has a spell cast to end it (Remove Curse, Miracle, Wish, Break Enchantment, Dispel Evil). Each night he has a nightmare he gets no rest. This means he doesn't heal hit point or ability damage, doesn't regain spells or power points, and is Fatigued after waking up. After the second day he wakes up Exhausted. After a week he risks a psychotic break. He must make another Save (same DC), or his mind begins to deteriorate, and he suffers from Insanity, as per the spell of the same name. This is a Standard action and can be done once every 1d4 rounds.

Invulnerable (Su): Against opponents who have failed to save against your Aura of Fear you have DR 5/-.



Special Qualities: The Nightmare retains all of the Special Qualities of the Base Creature (except Mindless), plus gains the following:

Daylight Vulnerability: Nightmares of 10 Hit Dice or less are destroyed instantly upon exposure to sunlight. Nightmares of 11+ Hit Dice take 4d6 damage pre round of exposure to the sun.

Immunities (Ex): Nightmares are immune to Mind-Affecting effects, poison, sleep effects, paralysis, disease, death effects, and polymorph. They do not need to breathe eat or sleep

Saves: Recalculate Base Saves due to type change.

Abilities: Mental stats increase to a minimum of 10 if they are currently below 10. Otherwise +2 Int, +2 Wis, and +2 Cha.

Skills: Unchanged. Unless Base Creature was Mindless. Then choose the approrpriate skills.

Feats: Unchanged. Unless Base creature was Mindless. If so, choose the appropriate number of Feats.

Environment: Unchanged or Any.

Organization: Unchanged.

Challenge Rating: +1 if 7 HD or less, +2 if 8-14 HD, +3 if 15+ HD.

Treasure: Unchanged or None.

Alignment: Always Chaotic Evil.

Advancement: Unchanged

Level Adjustment: +3

Example of creature using template here:

Dream Serpent (Medium Viper, Nightmare Template)
Medium Outsider (Native)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 10 ft.
Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+0
Attack: Bite +4 melee (1d4-1 plus poison)
Full Attack: Bite +4 melee (1d4-1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, Aura of Fear
Special Qualities: Scent, Daylight Vulnerability, Immunities
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 11, Int 10, Wis 14, Cha 10
Skills: Balance +11, Climb +11, Hide +12, Listen +6, Spot +6, Swim +7
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 3-5 HD (Large), 6-18 HD (Huge)
Level Adjustment: -

Dream Serpents appear to be ordinary vipers or poisonous snakes. That is until their head splits open revelaing many sets of jaws...

Poison (Ex): Injury, Fortitude Save DC 11, Initial and Secondary damage is 1d6 Con. Save DC is Constitution Based.

Aura of Fear (Su): Living opponents who can see the Dream Serpent must make a DC 11 Willpower Save or be Shaken 2d6 rounds (Save DC is +5 if opponent is already Shaken, Frightened, or Panicked). If they succeed, they are immune to this Nightmare's Aura of Fear for 24 hours.

Daylight Vulnerability: Dream Serpents are destroyed instantly upon exposure to sunlight.

Immunities (Ex): Nightmares are immune to Mind-Affecting effects, poison, sleep effects, paralysis, disease, death effects, and polymorph. They do not need to breathe eat or sleep

Skills: Dream Serpents have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. A Dream Serpent may always Take 10 on a Climb or Swim check even if rushed or threatened. They may use their Str or Dex modifier for Climb checks, whichever is higher.

Combat: If an opponent is unaffected by their Aura, Dream Serpents will bite once and flee. They aren't very brave. If the Aura is successful they will continue biting and hope for their venom to bring the opponent down.




Hellspider (Huge Monstrous Spider, Nightmare template)
Huge Outsider (Native)
Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: 30 ft. (6), climb 20 ft.
Armor Class: 16 (-2 Size, +3 Dex, +5 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +8/+20
Attack: Bite +10 melee (2d6+6 plus poison)
Full Attack: Bite +10 melee (2d6+6 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Web, Aura of Fear, Horrific Appearance, Permanent Fear
Special Qualities: Dark Vision 60', Tremorsense 60', Daylight Vulnerability, Immunities
Saves: Fort +8, Ref +9, Will +8
Abilities: Str 19, Dex 17, Con 14, Int 10, Wis 14, Cha 10
Skills: Balance +11, Climb +20, Hide +7, Jump +12, Move Silently +11, Search +8, Spot +12, Survival +10
Feats: Ability Focus (Aura of Fear), Ability Focus (Horrific Appearance), Improved Initiative
Environment: Any
Organization: Solitary or Colony (2-5)
Challenge Rating: 7
Treasure: 1/10 Coins, 50% Goods, 50% items
Alignment: Always Chaotic Evil
Advancement: 9-15 HD (Huge)
Level Adjustment: -

Hellspiders are gigantic aberrations that look like a lunatics drug induced nightmare vision of an arachnid.

Poison (Ex): Injury Fortitude Save DC 16, Initial and Secondary Damage is 1d8 Str. Save DC is COnstitution Based.

Web (Ex): Identical to the ability listed under Monstrous Spider on page 289 of the Monster Manual.

Aura of Fear (Su): Living opponents who can see the Hellspider must make a DC 16 Willpower Save or they are Frightened 2d6 rounds (Save DC is +5 if opponent is already Shaken, Frightened, or Panicked). If they succeed, they are immune to this Nightmare's Aura of Fear for 24 hours.

Horrific Appearance (Su): Any living creature within 60' that sees a Hellspider must make a DC 16 Fortitude Save or take 1d4 temporary Strength, Dex, and Con damage. If the save is successful the opponent is immune to this Hellspiders Hideous Appearance for 24 hours.

Permanent Fear (Su): Hellspiders can scream as a Full Round Action, cursing one opponent within 60' if they fail a DC 14 Willpower Save. If they succeed they are immune to this ability for 24 hours, otherwise they are permanently Shaken until Remove Curse, Dispel Evil, Miracle, or Wish is cast on them.

Daylight Vulnerability: Hellspiders are destroyed instantly upon exposure to sunlight.

Immunities (Ex): Nightmares are immune to Mind-Affecting effects, poison, sleep effects, paralysis, disease, death effects, and polymorph. They do not need to breathe eat or sleep

Skills: Hellspiders have a +4 Racial Bonus on Hide and Spot checks, and a +8 Racial Bonus on Climb checks. When using their webs they have a +8 Racial Bonus to Hide and Move Silently checks. A Hellspider may always take 10 on a Climb check, even if rushed or threatened. It may use it's Strength or Dex modifier on Climb checks, whichever is better.

Combat: Hellspiders rely on their Aura of Fear and Horrifying Appearance to soften up foes. They will first try to curse 1 or 2 with their Permanent Fear ability or tie them up with webs if opponents are at range. Otherwise they close and bite, hoping their venom will take care of things.


Black Jelly (Phasm, Nightmare Template)
Medium Outsider (Native)
Hit Dice: 15d8+30 (97 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple: +15/+16
Attack: Slam +16 melee (1d3+1)
Full Attack: Slam +16 melee (1d3+1)(2d6+6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of Fear,Invulnerable, Horrific Appearance, Terror Attack
Special Qualities: Alternate Form, Amorphous, Resilient, Scent, Telepathy 100', Tremor Sense 60', Daylight Vulnerability, Immunities
Saves: Fort +11, Ref +11, Will +12
[B]Abilities: Str 12, Dex 15, Con 15, Int 18, Wis 17, Cha 16
Skills: Bluff +21, Climb +14, Craft (any one) +13, Diplomacy +13, Disguise +21 (Acting +23), Intimidate +16, Knowledge (Any One) +19, Listen +13, Spot +13, Survival +9
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment: Underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 15-21 HD (Huge), 22-45 HD (Gargantuan)
Level Adjustment: --


Black Jellies are amorphous shapeshifting horrors that take the form of whatever their victims fear.

Alternate Form: A Phasm can assume the form of any Large or smaller creature as a Standard action. This functions as a Polymorph spell (Caster Level 15), except the Jelly does not regain hit points for changing form. It may remain in this form as long as it wishes.

Amorphous: A Black Jelly in it's natural form is immune to stunning, critical hits, and cannot be flanked.

Resilient: A Black Jelly has a +4 Racial Bonus on Fortitude and Reflex Saves.

Invulnerable (Su): Against opponents who have failed to save against your Aura of Fear you have DR 5/-.

[B]Terror Attack (Su):[/B} If an opponent has been affected by the Black Jellies Aura of Fear, it may attempt this attack. The Jelly makes a single Natural Weapon attack (or any attack if it has no Natural Weapon) as a Full Round Action. If it is successful, the victim must make a DC 21 Willpower Save or be Paralyzed for 2d4 rounds in addition to the regular damage.

Aura of Fear (Su): Living opponents who can see the Black Jelly must make a DC 21 Willpower Save or they are Panicked 2d6 rounds (Save DC is +5 if opponent is already Shaken, Frightened, or Panicked). If they succeed, they are immune to this Nightmare's Aura of Fear for 24 hours.

Horrific Appearance (Su): Any living creature within 60' that sees a Black Jelly must make a DC 21 Fortitude Save or take 1d4 temporary Strength, Dex, and Con damage. If the save is successful the opponent is immune to this Hellspiders Hideous Appearance for 24 hours.

Daylight Vulnerability: Black Jellies take 4d6 damage per round of exposure to the sun.

Immunities (Ex): Nightmares are immune to Mind-Affecting effects, poison, sleep effects, paralysis, disease, death effects, and polymorph. They do not need to breathe eat or sleep

Skills: Black Jellies gat a +10 Racial Bonus to Disguise checks.

Combat: Black Jellies let their Aura and Appearance abilities put opponents down, then choose one and hit them with Terror Attack before reading their mind, and shapeshifting into something they fear.



Nightworm (Purple Worm, Nightmare Template)
Gargantuan Outsider (Native)
Hit Dice: 16d10+112 (200 hp)
Initiative: -2
Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft.
Armor Class: 19 (-4 Size, -2 Dex, +15 Natural), touch 4, flat-footed 19
Base Attack/Grapple: +16/+40
Attack: Bite +25 melee (2d8+12)
Full Attack: Bite +25 melee (2d8+12) and Sting +20 melee (2d6+6 plus poison)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved Grab, Swallow Whole, Poison, Aura of Fear, Dream Haunter, Permanent Fear, Flay Victim
Special Qualities: Tremorsense 60 ft., Daylight Vulnerability, Immunities
Saves: Fort +17, Ref +8, Will +10
[B]Abilities: Str 35, Dex 6, Con 25, Int 10, Wis 10, Cha 10
Skills: Listen +19, Swim +20
Feats: Aweesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Bite), Weapon Focus (Sting)
Environment: Underground
Organization: Solitary
Challenge Rating: 15
Treasure: No Coins, 50% Goods (stone only), no items
Alignment: Always Chaotic Evil
Advancement: 16-32 HD (Gargantuan), 33-48 HD (Collosal)
Level Adjustment: --


Nightworms are gigantic wormlike monstrosities that sometimes surface at night to prey on unsuspecting towns.

Improved Grab (Ex): If hte Nightworm hits successfully with it's Bite attack it can make a Grapple check as a Free Action without provoking an Attack of Opportunity. If successful it may Swallow the next round.

Swallow Whole (Ex): A Nightworm can swallow any creature smaller than itself with a successful Grapple check. Swallowed opponents take 2d8+12 crushing damage plus 8 points of acid damage each round. A swallowed creature can cut it's way out with a light Slashing or Piercing weapon by dealing 25 points of damage to the gizzard (AC 17). Once the opponent exits, muscular action closes the hole, and other swallowed opponents must cut their own way out. A Nightworm can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Poison (Ex): Injury, DC 25 Fortitude Save, Initial damage is 1d6 Str, Secondary damage is 2d6 Str. Save DC is Constitution Based.

Aura of Fear (Su): Living opponents who can see the Nightworm must make a DC 18 Willpower save or they die (Save DC is +5 if opponent is already Shaken, Frightened, or Panicked). If they succeed, they are immune to this Nightmare's Aura of Fear for 24 hours.

Dream Haunter (Su): One opponent within 60' must make a DC 14 Willpower Save. If he succeeds he is immune to this ability for 24 hours. If he fails he has nightmares every night until he either kills you, or has a spell cast to end it (Remove Curse, Miracle, Wish, Break Enchantment, Dispel Evil). Each night he has a nightmare he gets no rest. This means he doesn't heal hit point or ability damage, doesn't regain spells or power points, and is Fatigued after waking up. After the second day he wakes up Exhausted. After a week he risks a psychotic break. He must make another Save (same DC), or his mind begins to deteriorate, and he suffers from Insanity, as per the spell of the same name. This is a Standard action and can be done once every 1d4 rounds.

Permanent Fear (Su): Nightworms can scream as a Full Round Action, cursing one opponent within 60' if they fail a DC 18 Willpower Save. If they succeed they are immune to this ability for 24 hours, otherwise they are permanently Shaken until Remove Curse, Dispel Evil, Miracle, or Wish is cast on them.

Flay Victim (Su): The Nightmare gains a damage bonus against victims who have failed their Save against a fear effect of some kind. The Damage Bonus depends on how badly they are affected: Shaken: +2, Frightened: +4, Panicked: +6.

Daylight Vulnerability: Nightworms take 4d6 damage per round of exposure to the sun.

Immunities (Ex): Nightmares are immune to Mind-Affecting effects, poison, sleep effects, paralysis, disease, death effects, and polymorph. They do not need to breathe eat or sleep

Skills: Nightworms get a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim check, even if endangered or threatened. They may use the Run action while swimming in a straight line.

Combat: Nightworms will use their Dream Haunter ability to reduce a victim to madness before appearing one night to devour him. If confronted they try to curse as many as possible with Permanent Fear before leaving, or just wading into melee.

Bhu
2008-03-29, 08:19 PM
Okay I mostly have the Nightmare template done. I was gonna add some more special attacks/qualities, but thought I'd see what you thought so far.

Bhu
2008-03-30, 02:47 AM
D Lord I had 2 ideas. I can give hte Nightmare spell like abilities based on Hit Dice like other templates do or I can have it choose a number of special attacks from a list. Any preferences?

Level20Commoner
2008-03-30, 06:26 AM
Some things you might want to give your nightmare creatures:

Dream Haunting (Su) Nightmares can invade the dreams of sleeping individuals. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the nightmare responsible.

Worst Nightmare (Su) Each time a living creature first views the BBEG from a distance of 30 feet or less (or from a scrying effect), the subject sees the image of the most fearsome creature imaginable. This is not an illusion or phantasm; the BBEG truly becomes, for just that instant, the subject’s worst nightmare. Even if simultaneously viewed by dozens of different creatures, the BBEG appears differently to each one of them. Creatures immune to fear or mind-affecting effects (or warded by protection from evil or death ward spells) are immune to worst nightmare; all others must make a Will save (DC X) or die from the supernatural horror revealed. Survivors (and those resurrected) are immune to the effect from the BBEG in the future.

Horrific Appearance (Su): Any living creature within 60 feet that views a nightmare must make a sucessful Fortitude save (DC X) or permanently lose 1d4 points of Strength, 1d4 points of Strength, 1d4 points of Dexterity, 1d4 points of Constitution. A creature which sucessfully saves against this effect cannot be affected by the same nightmare's horrific appearance for 24 hours.

D_Lord
2008-03-30, 03:20 PM
Bhu the attack from a list is work, just don't make a level2 have the attacks of a level 20.
Level20Commoner: these are great, I am going to change the Worst Nightmare just a little for the BBEG, just making it just a little longer lasting.

ThePhantom
2008-03-30, 04:12 PM
Vagueling
Tiny outsider
Hit dice: 1d6 (3hp)
Initiative +1
Armor Class: 13
Speed 50ft, flight
Base Attack/Grapple: +1/-8
Attack: Slam +2 (1d4-1 damage)
Full Attack: Slam +2 (1d4-1 damage)
Space/reach: 2-1/2 ft./ 0ft.
Special Attack: Fear Feeding
Special Qualities: Darkvision 60 ft., daylight vulnerability, fear immunity, flight, group fear
Saves: fort:0 ref:+1 will:+2
Feats: Persuasive
Abilities: str:6 dex:13 con:11 int:10 wis:14 cha:15
Skills: hide+3 intimidate+10
Enviroment: Nightmare realm/any
Organization: solitarty, terror:8, swarm:20+
CR:1/2
Treasure: none/1/2 standard
Aligment: neutral evil
Advancement: 3HD
Level adjustment:none

A tiny black cloud floats by. Suddernly you see a pair of red, triangle eyes staring at you

Vaguelings are one of weakest kinds of nightmares, bullied and used as canon fodder, each one longs for the chance to become more feared and therefore, more powerful. However, as they need to be to be in groups to create fear, the odds of any one vagueling fulfilling this goal is low.
Daylight Vulnerability: See first post.
Fear Feeding: No more than once per round, as a move action, a duskling may make a touch attack against any shaken, frightened, or panicked creature within their reach. If it is successful, the duskling gains 5 temporary hit points and their slam attack deals an additional 1 point of cold damage with each attack. These benefits last for up to 1 minute and the effects of multiple feedings do not stack.
Fear Immunity: A duskling is immune to all fear effects.
Group Fear:The more vaguelings within thiry ft. of each other, starting with 3,
the Aura of Fear starts working, they act as a level 2, for each 5 more vaguelings, the level goes up by one. This end when they hit level 17.

Bhu
2008-03-30, 05:17 PM
Bhu the attack from a list is work, just don't make a level2 have the attacks of a level 20.
Level20Commoner: these are great, I am going to change the Worst Nightmare just a little for the BBEG, just making it just a little longer lasting.


I was thinking along hte lines of the Ghost template if i did attacks, or the half fiend template if i did spell like abilities.

Bhu
2008-03-30, 11:53 PM
Give me a bit to finish the one ability. I wanna read up on psychosis a sec before defining it.

Any comments/thoughts before I wrap this up and do CR/LA?

Bhu
2008-04-01, 02:50 AM
Okay unless you want tweaks and changes it's done. If you like it as is, I'll figure CR/LA and make some example critters.

D_Lord
2008-04-01, 01:10 PM
Your work is fine and do what you will you should. Thanks for helping me.

Bhu
2008-04-02, 12:45 AM
How many example critters you want?

D_Lord
2008-04-02, 01:13 PM
How about 3, if that isn't too much to ask.

Bhu
2008-04-03, 01:49 AM
Kewl. Lemme know if you like the CR/LA as written. I've begun editing the 3 examples into the template post.

Bhu
2008-04-04, 02:44 AM
I hate to say this, but I jsut got hit by a car. Let me work things out and I'll finish up sometime this weekend (I'll need something to take my mind off stuff).

Bhu
2008-04-05, 08:11 PM
I got most of the example critters edited in. WIll finish up soon, the meds are making me a bit loopy.

D_Lord
2008-04-06, 09:26 AM
Sorry about not thank you earlyer. When I heard you got hit by a car I didn't know what to say. So there is this. Thanks for helping with this and I hope you get better soon.

Bhu
2008-04-06, 08:35 PM
Thanks. I've got the examples edited enough so that the template could be PEACHed to see if CR/LA is oaky.

Bhu
2008-04-07, 05:33 PM
So would you like any revisements to the Template? More critters perhaps?

D_Lord
2008-04-07, 05:37 PM
More is good but how about this time something more around the middle in levels. Thanks again for all your work.

Bhu
2008-04-08, 11:19 PM
Im editing a 4th critter in, in between the Hellspider and Nightworm. I may post the template elsewhere for feedback so I can improve it.

Bhu
2008-04-10, 12:06 AM
Okay I finished everything up. Lemme know if you want more. Otherwise I'm off to get some rest. Well sort of..