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  1. - Top - End - #1
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    Lightbulb GITP Monster Competition XIII - Dream A Little Dream (CLOSED)

    Dream A Little Dream

    WHAT was my dream? Though consciousness be clear,
    I hold no memory of the potent thing,
    Yet feel the force of it—a creeping fear,
    A hope, a horror, and a sense austere
    Of revelation, stayed at thought’s extreme:
    As when the wind is passed, the pines still swing;
    Or when the storm has blown, the waves yet fling
    To shore the battered corpse and shattered beam;
    So sways my troubled mind. What was my dream? - Joseph O’Connor




    The land begins its season-long rest, and a lethargy spreads over the face of the world. Bears head for their den, fattened on berry and salmon as others dig their burrows, excavating their earthen beds. It is a time of relaxation, a gathering of strength, an extended nap, hibernation and the seeking of sleep. Cover the bones of imagination with the flesh of the subconscious. Dream a little dream for me.

    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/



    The contest begins with the posting of this thread and will continue until Midnight of September 20th (EST).

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 30th.

    Rules

    1. You will be creating an 'original' D&D monster. A being with strong ties to Dream, the sleeping state, or the unconscious/subconscious mind in general.

    Examples
    Drippitch
    Insomnius
    Tromluí

    2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similiar in addition is optional. Incomplete entries will be disqualified upon the deadline.

    3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, though a lore section is just fine).

    4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a seperate thread here.

    5. One entry per participant.

    6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

    7. No reserving posts. Feel free to post a creature and tweak it, but you have to at least have the basic beast already done.

    Last edited by The Vorpal Tribble; 2007-10-01 at 02:28 AM.

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    Default Re: GITP Monster Competition XIII - Dream A Little Dream

    Vorpal Tribble's Guide To Making Monsters

    As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread.

    -=-=-=-

    Name

    <Size> <Type>
    Hit Dice:
    Initiative:
    Speed:
    (# squares)
    Armor Class:
    (), touch, flat-footed
    Base Attack/Grapple:
    Attack:
    Full Attack:
    Space/Reach:
    Special Attacks:
    Special Qualities:
    Saves: Fort +, Ref +, Will +
    Abilities: Str , Dex , Con , Int , Wis , Cha
    Skills:
    Feats:
    Environment:
    Organization:
    Challenge Rating:
    Treasure:
    Alignment:
    Advancement:
    Level Adjustment:


    Description/background/characteristics

    Combat


    -=-=-=-=-=-=-

    Plot Hook/Story if any

  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: GITP Monster Competition XIII - Dream A Little Dream

    Well, since I can still tweak it I might as well enter it now.

    The Oneiroi

    “Laying his wings aside, [he] took Ceyx‘s form and face and, deathly pale and naked, stood beside the poor wife‘s bed. His beard was wet and from his sodden hair the sea-drips flowed; then leaning over her, weeping, he said: `Poor, poor Alcyone! Do you know me, your Ceyx? Am I changed in death? Look! Now you see, you recognize - ah! Not your husband but your husband‘s ghost. Your prayers availed me nothing. I am dead. Feed not your heart with hope, hope false and vain.”
    –Ovid, Metamorphoses 11.585

    Spoiler
    Show
    Oneiroi
    Medium Outsider (Chaotic, Extraplanar, Evil)
    HD 6d8+6 (33 hp)
    Speed 30 ft. (6 squares), fly 50 ft. (average)
    Init: +2
    AC 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
    BAB +6; Grp +6
    Attack Claw +6 melee (1d6+1)
    Full-Attack Two Claws +6 Melee (1d6+1)
    Space/Reach 5 ft. / 5 ft.
    Special Attacks Spell-like abilities, dream haunting, Nox’s Entrapment
    Special Qualities Outsider Subtype, Damage reduction 10/cold iron or good, darkvision 120 ft., immunity to electricity, poison and sleep effects, resistance to acid 5, cold 5, and fire 5, spell resistance 18, telepathy 100 ft., tongues
    Saves Fort +6, Ref +7, Will +7
    Abilities Str 10, Dex 15, Con 13, Int 16, Wis 14, Cha 26
    Skills Bluff +21, Concentration +10, Diplomacy +12, Disguise +19*, Escape Artist +10, Hide +11, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +12, Search +12, Spot +19,
    Feats Persuasive, Skill Focus: Bluff, Skill Focus: Disguise
    Environment Nox (a layer of the abyss)
    Organization Solitary, Troupe (2 to 4 Oneiroi)
    Challenge Rating 8
    Treasure ½ Standard
    Alignment Always Chaotic Evil
    Advancement by character class;
    Favored Class: Beguiler
    Level Adjustment +6

    The Oneiroi are demons from an upper layer of the Abyss known as Nox. They deal in dreams, nightmares, and the possession of sleepers. They torment those who dream, filling their minds with worry and despair. If left unchecked they will drive a sleeper to sleepwalking murder or waking suicide. In their natural form they look like attractive humans with proportional black raven’s wings and clawed hands but they are rarely seen in their true form outside of Nox. When outside of Nox they frequently take the form of someone close to their prey so as to drive their sorrow.

    Combat

    The oneiroi avoid direct confrontation as often as possible. Their strength lies in stealth and deception. If combat is initiated they will attempt to flee as soon as possible using their etherealness, greater teleport and planeshift abilities. Oneiroi are capricious and if discovered they may, or may not, decide to return to torment their target again.

    Spell Like Abilities:

    At will— detect thoughts (DC 20), etherealness (self plus 50 pounds of objects only), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only), planeshift (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

    Change Shape (Su)

    An oneiroi can assume the form of any Small or Medium humanoid.

    Tongues (Su)

    An oneiroi has a permanent tongues ability (as the spell, caster level 12th).

    Dream Haunting (Su)

    Oneiroi deliver their messages of sorrow and despair by using their etherealness ability and standing over the form of a sleeper which allows them to enter the sleepers dreams. Once in the dreams it uses its Change Shape ability to appear as someone close to the sleeper and attempts to implant a suggestion into the unconscious person’s mind for an action they must perform the next day. Sleepers remember the dream clearly and vividly the next morning.

    Nox’s Entrapment (Su)

    If an oneiroi enters the dreams and successfully implants a suggestion which is carried out for a week in a row on the eighth night he may attempt to possess the sleeper outright. This ability functions as a Magic Jar spell (DC 23) with the following exceptions: it is not blocked by the Protection from Evil spell or similar wards. The onerioi’s own body functions as the gem for the purposes of locating the victim. The orneroi knows the identity of the sleeper and may choose to enter and possess it specifically. The soul of the sleeper is not placed in the oneiroi’s body but is transported into The Black Prison of Nox, an enormous black emerald at the center of the layer of the abyss known as Nox. If the body of the sleeper is slain the oneiroi returns to its own body but the soul of the sleeper is not released from the gem. The sleeper cannot be raised, resurrected, reincarnated or any similar effect until its soul is freed from the gem. A wish, miracle, or similar effect can release the soul, as can traveling to Nox itself and touching the top of gem when speaking the sleeper’s name.

    Once in possession of the sleeper an oneiroi frequently uses their body to wreak horrors upon those closest to them. The oneiroi aim to drive the sleeper into a deeper despair, ending in suicide. Occasionally, if they wish to trap the soul of their victim, they will kill the body themselves when in possession of it.

    Skills

    Oneiroi have a +8 racial bonus on Listen and Spot checks.
    *While using his change shape ability, an Oneiroi gains a +10 circumstance bonus on Disguise checks.

    -----------------------------------------------------------

    Nox

    Nox is a plane in the upper levels of the abyss. It exists in the constant darkness of 4 a.m. on a moonless night. Its inhabitants are mainly Oneiroi but some other demons, like Succubae, can be found living there as well.

    Mostly barren of structures, the center of the layer is taken up by The Black Prison of Nox, a pitch black emerald the size of a mountain. Built upon its sheer black sides are the dwellings of the oneiroi and their kin. Resting at the very top, and built around it, is the dark fortress of Oizys in which Hypnos, the Demon Prince of the Oneiroi dwells. The pinnacle of the mountain stands in the center of his throne room.


    ------------------------------------------------------------
    Plot Hooks:

    1. The PC’s are asked for help in identifying the recent odd behavior of a local lord.
    2. The PC’s have angered an outsider with ties to the oneiroi. One, or several, are sent to torment them.
    3. A close friend, relative, or really important NPC has been possessed. They are slain and their soul is trapped in the Black Prison of Nox. The PC’s must journey to Nox to free the NPC’s soul so they can be resurrected.
    [CENTER]So You Wanna Be A DM? A Potentially Helpful Guide
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  4. - Top - End - #4
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    Default Re: GITP Monster Competition XIII - Dream A Little Dream

    Slumber Cat

    Tiny Magical Beast
    Hit Dice: 6d10+12 (45 hp)
    Initiative: +9
    Speed: 30 (6 squares)
    Armor Class: 20 (+5 Dex, +2 size, +3 Natural), touch 17, flat-footed 15
    Base Attack/Grapple: +6/+7
    Attack: Tail +13 (1d4+1)
    Full Attack: One tail +13 (1d4+1) and two claws +8 (1d3+1)
    Space/Reach: 2 1/2 ft./0 ft. (5 ft. with tail)
    Special Attacks: Trap in Dreams, Entwine, Constrict, Soporific Purr
    Special Qualities: Telepathy 100 ft, Pass ward, Gaseous form, Darkvision 60ft, Low-light vision, scent
    Saves: Fort +7, Ref +10, Will +6
    Abilities: Str 13, Dex 20, Con 15, Int 14, Wis 19, Cha 10
    Skills: Balance+13, Climb +9, Escape Artist +14, Hide+26, Jump+13, Move Silently+18, Spot +13
    Feats: Weapon Finesse, Improved Initiative, Combat Reflexes
    Environment: Any temperate or underground
    Organization: Solitary, Pair, Settlemen (5-25), Colony (26-50
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Any Evil
    Advancement: 7-10 (small), 11-15 (medium)
    Level Adjustment: -

    While the camp slept shapes moved in from the dark. Issuing from the night came a barely audible sound of deep purring. From the shadows emerged several feline forms. The cats stalked towards the camp and its wards. Then, without breaking their pace, they walked through the magical protections. Each went to a sleeper and stepped lightly on to their chest. The cats curled up and entwined their abnormally long tails around their victims.

    Slumber cats can look like any normal breed of house cat, though with a very long tail nearly four times its body length.
    Made long ago by the drow*, slumber cats were created as precursors to the invasion of a now long dead kingdom. Though intelligent and proud the drow bent the slumber cats to their will. Small groups of slumber cats were trained to enter and negate threats from defenders in towns and cities. Trouble, however, arouse. The slumber cats were discovered for what they were and killed (along with many normal cats in the following slaughter). The drow were eventually driven back. The kingdom was only able to celebrate a short time. A rat carried plague swept the land and the kingdom fell, shortly after.
    Some slumber cats survived the purge. They formed small colonies and grew in number. Though they hate the surface people who killed most of their race, they have come to despise the drow more, for forcing them to servitude.
    *Any evil elves or other race immune to sleep could have created slumber cats.

    Combat

    Most times, slumber cats wait for their prey to fall asleep. So normally they only fight when subduing night watchmen that cannot be stealthed past. They often focus all attacks on one target attempting to keep the combat as short as possible so no alarm can be sounded.

    Entwine (Ex) – When a slumber cat hits with its tail it may attempt to start a grapple as a free action without provoking an attack of opportunity. Its long tail allows the slumber cat to grapple as if it were two sizes larger (this is included in the above stats). If it wins the grapple check it establishes a hold and constricts, wrapping a creature's mind in its own dreams.

    Constrict (Su) – On a successful grapple check a slumber cat’s opponent has its mind withdraw deeper into its dreams and takes 1d4 Wisdom damage. This is a sleep effect.

    Trap in Dreams (Su) – When a slumber cat has an opponent grappled and brings their Wisdom score to 0 the slumber cat can attempt to trap their prey within its own dreams with a successful grapple check. The subject receives a Will save (DC 17, Wis based). On a failed save all Wisdom damage becomes permanent until the slumber cat that trapped the creature is killed or voluntarily dismisses the effect. Then normal healing may take place. Only Wish, Miracle or other such powerful magic can free a target otherwise. This is a sleep effect.

    Soporific Purr (Su) – Those within 50 ft of a slumber cat hear its deep purr. All saves versus sleep effects take a -4 penalty, and a Will save (DC 17, Wis based) is required for anyone within range to wake, even if violent action is taken against them. This is a sonic, mind affecting effect.

    Pass ward (Ex) – Slumber cats were made to infiltrate fortified locations. They ignore all abjuration effects (even those that don’t allow a save or spell resistance), simply acting as if it were not there. They may also bypass certain other effects.
    They ignore force effects used defensively (such as Mage Armor, Resilient Sphere, and Wall of Force).
    They may enter temporary extradimensional spaces used to hide (such as Rope Trick, and Magnificent Mansion)
    And they do not trigger any spells that require their presence or interaction (such as Symbols and Magic Mouth (may depends on condition wording))

    Gaseous form (Sp) – 3/day, caster level 5.

    Skills – Slumber cats have +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump and Balance check. Slumber cats gain a +10 circumstance bonus when using Disguise to impersonate a normal cat. They use their Dex modifier instead of Str for Climb and Jump checks.

    -=-=-=-=-=-=-
    “The entire town?”
    “Yes, sir. All asleep soundly in their beds.”
    “What have the clerics to say about their condition?”
    “Only that it is impossible to wake them. As far as they can tell it is not due to disease or poison”
    “This is going to be a hard situation to explain to the king,” sighed the captain. “For the time being, quarantine the area anyway and set up camp about five miles up the road. I don’t want the men sleeping to close to here.”
    As he turned his horse away from the village, he thought he glimpsed a cat watching intently from an ally but thought little of it.


    Plot Hooks:
    1) The players are asked to find the reseaon why an NPC won't wake.

    2) Rumors have been heard that a rogue drow has managed to capture and is trying to train several slumber cats. The players must find the drow and stop him from using the slumber cats to gain power.

    3) Several towns and a city have been rendered unconscious. A slumber cat representative has come forward, claiming they will only release their hold on the sleepers if the ruler agrees send his armies against the drow as vengence for the slumber cat's previous enslavement.
    Last edited by Thistle; 2007-09-20 at 03:26 PM.
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  5. - Top - End - #5
    Dwarf in the Playground
     
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    Default Re: GITP Monster Competition XIII - Dream A Little Dream

    Drome

    Medium Aberration
    Hit Dice: 10d8+3 (48 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 9 (-1 Dex), touch 9, flat-footed 9
    Base Attack/Grapple: +7/+6
    Attack: Slam +6 (1d4-1)
    Full Attack: 2 slams +6 (1d4-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Entrapment, psionics
    Special Qualities: Darkvision 60 ft., immunity to critical hits, poison, and sleep
    Saves: Fort +5, Ref +2, Will +10
    Abilities: Str 8, Dex 8, Con 10, Int 16, Wis 17, Cha 17
    Skills: Bluff +11, Concentration +11, Disguise +11, Gather Information +11, Hide +7, Move Silently +7, Sense Motive +11
    Feats: Combat Casting, Great Fortitude, Improved Initiative, Toughness
    Environment: Any
    Organization: Solitary
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Always neutral
    Advancement: 11–15 HD (Medium); 16–30 HD (Large)
    Level Adjustment:

    ...It was moving towards her, but very slowly, trying to stay in the shadows. It looked like a little snowman made of dirty snow.
    The Wee Free Men, Terry Pratchett
    "That was what we call a drome," he said... "Ye ken spiders?"
    "Of course!"
    "Well, spiders spin webs. Dromes spin dreams... the drome makes a dream for ye, wi' a trap in it. If ye eats anythin' in the dream, ye'll never wanta' leave it."
    He looked as though Tiffany should have been impressed.
    "What's in it for the drome?" she asked.
    "It likes watchin' dreams. It has fun watching ye ha' fun. An' it'll watch ye eatin' dream food, until ye starve to death. Then the drome'll eat ye. Not right away, o' course. It'll wait until ye've gone a wee bit runny, because it hasnae teeth."
    The Wee Free Men, Terry Pratchett
    Dromes do not speak.

    Combat
    Dromes avoid physical combat like the plague, relying instead on their impressive psionic power to mislead and entrap their foes. A common tactic is to alter themselves to appear like an ally, while making that same ally seem like a monster... such as, for instance, a drome.
    Entrapment (Su): The illusory environment created through a drome's mirage arcana invariably contains food. Opponents who encounter this food are subject to a suggestion that they eat it (DC 18) — even if they believe that it is illusory. The DC is Charisma-based. In fact, although its appearance is illusory, the food itself is an extension of the drome's mind onto the Material Plane. Those who fail their Will save against the suggestion, and eat the food, are subject, with no further saving throw, to a feeblemind effect combined with an overwhelming desire to stay within the dream-world forever. Both effects are permanent; the victim usually dies of starvation or thirst (since the dream food has no nutritional value). No magic short of a miracle or wish can free the victim from the entrapment. Even the death of the drome does not free the victim, who merely switches from debilitating bliss in the mirage to debilitating grief in its disappearance (and refuses to eat real food). This is a mind-altering enchantment effect.
    Psionics (Sp): At will — alter self, detect thoughts, minor image (DC 15); 6/day — charm monster (DC 16), deep slumber (DC 16), mislead (DC 19), seeming (DC 18); 3/day — dream, mirage arcana (DC 18), nightmare (DC 18), veil (DC 19). The save DCs are Charisma-based.
    Skills: Dromes have a +8 racial bonus on Hide and Move Silently checks. They use their Wisdom modifier instead of their Constitution modifier for Concentration checks.

    The concept is Terry Pratchett's — the idea of using it in a game is mine, as are the stats.
    Last edited by NakedCelt; 2007-09-21 at 11:03 PM. Reason: Correcting maths

  6. - Top - End - #6
    Dwarf in the Playground
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    Default Re: GITP Monster Competition XIII - Dream A Little Dream

    Sleeper in the Deep

    Large Aberration (Aquatic)
    Hit Dice: 10d8+30 (75 hp)
    Initiative: -5
    Speed: Swim 0 ft.
    Armor Class: 4, touch 4, flat-footed 4
    Base Attack/Grapple: 7/6
    Attack: none
    Full Attack: none
    Space/Reach: 10/0
    Special Attacks: Slumber Poison, Dream Assault, Essence Absorption
    Special Qualities: Darkvision 60ft, Cloud Form
    Saves: Fort +6, Ref -2, Will +8
    Abilities: Str -, Dex -, Con 16, Int -, Wis 12, Cha 16
    Skills: -
    Feats: -
    Environment: aquatic
    Organization: solitary
    Challenge Rating: 10
    Treasure: none
    Alignment: Chaotic Evil
    Advancement: Special,
    Level Adjustment: -

    Drowning – it is a terrible death. Some say one cannot drown while being asleep, that one will always wake up when his lungs fill up with water. But sometimes, when the drowning victim was magically held asleep, or when he was so exhausted that even death couldn’t wake him up, it can happen. On those rare occasions when it happens to a strong evil creature, the spirit of the dreaming victim can twist and corrupt the surrounding water, infusing it with some of its characteristics. The water becomes a sentient being, dreaming forever the never-ending dream. Its physical appearance change slightly, it is now possible to notice a translucent cloud of swirling gray mists in the place when the new creature floats. It is called a Sleeper in the Deep by those few who know of its existence. The power of the grief and hate caused by the dying breath causes the creature to try to entrap every sentient being that swims within its influence radius, challenge it within the dream, and to finally feed on it.

    Combat:

    Cloud Form (Ex):

    The Sleeper in the Deep is similar to an insubstantial, translucent and misty cloud in the surrounding waters.
    - It floats in the water, unable to move on its own.
    - It possesses no natural attacks.
    - It is instantly aware of all water movement within the radius of 50 feet (HD*5).
    - A spot check of DC 20 must be made to even notice its presence.
    - Any creature can freely enter space it occupies.
    - It is immune to flanking and critical hits.
    - It cannot be grappled nor bull rushed.
    - It is immune to nonmagical weapon damage.
    - Magical weapons have 50% chance of striking the Sleeper (100-HD*5%, never less than 0%).
    - It is immune to single target spells and spell-like abilities.
    - It takes +50% damage from area effects.

    Slumber Poison (Ex):
    Any creature entering the square occupied by the Sleeper is subject to the slumber poison. Primary effect – unconscious 1min, secondary effect – 2d6 Con damage.
    The fortitude save DC to negate the poison is 18.
    This ability is Charisma based.
    Water breathing creatures suffer –4 penalty to the save versus the slumber poison.

    Dream Assault (Su):
    Any intelligent creature (Int > 3) unconscious or sleeping within the radius of 50ft from the Sleeper must succeed on a DC 18 Will (on Sleeper’s initiative), or find itself awake in a dream scenery, flying through an endless empty no-gravity space (fly speed 30).

    The only other inhabitant of the space is a dream form of the Sleeper – its image of itself when it was still living. The dream form appears nearby (1d12 * 5ft from the victim), and begins to attack it immediately. The first round usually the victim is treated as surprised (flat-footed).

    The Sleeper in the Deep assaults all sleeping creatures in its range – each victim is resolved separately (separate void with an opponent).

    Victim of the Dream Assault cannot communicate in any way with an outside world, nor with other victims of the Dream Assault (separate dream pockets).

    The hit point and ability damage sustained by the victim of the dream sequence is transferred to the real creature floating sleeping/unconscious within the radius of the dream assault.

    Getting reduced to 0 hit points or less within the Dream Assault equals the character death.

    Removing the sleeping/unconscious creature from the assault radius immediately breaks the Dream Assault.

    No items/effects appearing within the Dream Assault can be transferred outside (it’s a dream after all).

    Killing the Dream Form opponent within the Dream Assault cancels the Slumber Poison primary effect – the victim immediately wakes up and is immune to the Slumber Poison of the same Sleeper for the next 24 hours. The Sleeper receives one permanent negative level for each death of its Dream Form.

    Essence Absorption (Su):
    Each creature brought below 0 hit points within the Sleeper controlled dream dies instantly. The Sleeper absorbs its essence, gaining 4 aberration hit dice. The dream form of the sleeper gains one class level in its main class. All effects of the raise, including hit points increase, happen at the moment of the absorption. This includes dream forms fighting other victims.
    The Sleeper increases its size witch each 12 HD gained.
    The radius of the Dream Assault is equal to its HD*5 ft.

    -=-=-=-=-=-=-


    Sleeper in the Deep – Dream Form
    Medium augmented human rogue 3/swashbuckler 3
    Hit Dice: 3d10+3d6 (39 hp)
    Initiative: +3
    Speed: fly 40ft
    Armor Class: 20, touch 14, flat-footed 16
    Base Attack/Grapple: 5/6
    Attack: +1 rapier +10 melee (1d6+2/18-20) or
    masterwork net +9 ranged touch (entangle)
    Full Attack: +1 rapier +10/+5 melee (1d6+2/18-20) or
    masterwork net +9 ranged touch (entangle)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dream Phase, Sneak Attack +3d6,
    Special Qualities: Evasion, Trapfinding, Trap sense+1, grace +1, dodge bonus +1, immunity to all mind affecting effects, destroyed when reduced to 0 hit points or less
    Saves: Fort +5, Ref +8, Will +1
    Abilities: Str 12, Dex 16, Con 14, Int 12, Wis 8, Cha 10
    Skills: Balance+12, Jump+10, Swim+10, Climb+10, Tumble+12, Use Rope+12, Profession (sailor)+8, Escape Artist +9
    Feats: Weapon Finesse, Weapon Focus (rapier), Telling Blow, Exotic Weapon Proficiency (net), Daring Outlaw
    Environment: special – only within the dream of the Sleeper in the Deep
    Organization: solitary
    Challenge Rating: 6
    Treasure: +1 rapier, +1 mithral chainshirt, masterwork buckler, masterwork punching dagger, masterwork light crossbow, potion of cat’s grace, potion of invisibility, potion of cure moderate wounds (2), black adder poison (2), crossbow bolt case (20), masterwork net
    Alignment: Chaotic Evil
    Advancement: per class levels
    Level Adjustment: -

    Dream Jump: three times per day, the Dream Form of the Sleeper in the Deep can use Dimension Door as a swift action.
    Telling Blow: sneak attack damage gets added to each confirmed critical hit.
    Daring Outlaw: rogue and swashbuckler levels stack for the purpose of calculating sneak attack damage, grace and dodge bonuses.

    *********

    Creating Sleeper in the Deep based on other creatures:
    The CR of the Sleeper is equal to the CR of the base creature +4.
    The HD is equal to the HD of the base creature +4.
    Creatures below 6HD are too weak to be transformed into a Sleeper.
    If more than one creature suffered a Sleeper creation trigger conditions, they transform into single sleeper that’s based on the group of creatures (example – a single CR14 sleeper based on two level 8 swashbuckling twins).
    The Dream Form augmented creature gains the following abilities compared to the normal creature of its kind:
    - fly speed of 40ft
    - immunity to all mind affecting effects,
    - immediately destroyed when reduced to 0 hit points or less.
    Last edited by Alveanerle; 2007-09-22 at 02:54 AM. Reason: Small editorial corrections by permission of VT

  7. - Top - End - #7
    Halfling in the Playground
     
    Kobold

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    Default Re: GITP Monster Competition XIII - Dream A Little Dream

    Träumen
    Small Outsider (Native)
    Hit Dice: 9d8-9 (31 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +9/+3
    Attack: Bite +8 melee (1d4-2) or 2 claws +8 melee (1d3-2)
    Full Attack: Bite +8 melee (1d4-2) and 2 claws +3 melee (1d3-2)
    Space/Reach: 5ft/5ft
    Special Attacks: Spell-like abilities
    Special Qualities: Aura of dreams, darkvision 60 ft., shadow shroud
    Saves: Fort +5, Ref +7, Will +6
    Abilities: Str 6, Dex 13, Con 8, Int 10, Wis 11, Cha 18
    Skills: Concentration +8, Hide +18 , Intimidate +13, Know (Planes) +9, Listen +9, Move Silently +14, Sense Motive +9, Spot +9
    Feats: Ability Focus (Aura of Dreams), Sneaky, Spell Focus (Enchantment), Spell Focus (Illusion)
    Environment: Any
    Organization: Solitary, Pair, or Pack (2-4)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Normally chaotic neutral
    Advancement: 10-18 (Small); 19-27 (Medium)
    Level Adjustment: ---

    Frantically using all of your senses to find the source of the previous magical attack, your eyes finally alight upon a dog-sized form hunkered down in the shadow of the alley’s far wall. Its entire body seems to be exuding a strange, dark vapor. Principally, it appears to be some kind of wolf, but it lacks a true muzzle causing one to suggest a more feline association. Its most bizarre quality is the addition of a pair of legs and second tail.

    To the educated, träumen are creatures of mythology. According to legend, they are believed to come from the theoretical plane of dreams. Tales differ from one people group to another, but the most common opinions support either exile or an arcane mistake (almost exclusively by a human spellcaster). Of course, any debate over origin is moot, as not even the plane of dreams can be found.
    >>>Träumen are naturally passive creatures. They extract the nutrients necessary to live from other things’ dreams. To accommodate this they will most often make their dens near small hamlets (where they will be less likely to be noticed) and sneak into the village after night has fallen. Their feeding generally has no effects, beyond a less restful sleep, on the subject and träumen rotate dreamers every night. If feeding were to occur regularly, however, severe side effects are said to appear from sleep deprivation, such as insanity or even death.
    >>>Träumen stand no taller than an average size work dog but weighs abnormally little for its size; these dimensions being approximately 3 feet tall at the shoulders and no more than 15 pounds. Traditionally, it is said that they communicate solely through dreams, though they retain a grinding yowl for warning off conscious enemies. Obviously, träumen are rare enough that they most likely will be found alone, however the more vivid myths depict them working together in small packs.

    Combat
    When a Träumen becomes cornered, it will start by disabling as many enemies as it can in hopes of escape. If it finds out that these enemies are extremely hostile and escape is impossible, it will put its most powerful abilities to work with the intent to kill.
    >>>It prefers to use its detect thoughts ability to get an idea of how long it has until it will be encountered. If it can’t escape before that time, it will ambush its foes from the shadows in hopes of taking them out before they can react.

    Aura of Dreams (Su): Träumen possess a suppressible aura that siphons the magic from dreams. Suppressing or activating its Aura of Dreams is a standard action that does not provoke an attack of opportunity. This aura affects any sleeping creatures within a 20ft. radius. A creature subjected to the aura must succeed on a Will save DC 20 or be effected. Creatures that successfully save cannot be affected again by the same träumen’s aura for 24 hours. Normally, this aura simply supplies the träumen with nutrition, but if it intensifies the aura (the same action required to suppress or activate the aura in the first place) it begins to siphon off the creature’s life force. During the first round, all affected creatures suffer the effects of a nightmare, as per the spell (DC 20 negates; no will save modifiers). The damage dealt is gained by the träumen as temporary hit points. Every round after the first, each affected creature loses 1 hit point, which the Träumen in the same matter. Each round the subjects may make a new Will save to end the effect. Creatures immune to Mind Affecting abilities or dreams are immune to this ability. The DC is Charisma-based.

    Shadow Shroud (Su): A träumen is constantly surrounded by whispy “dream stuff.” This matter, if it can be called matter at all, is pitch black and seems to slowly flow from everywhere on the träumen’s body like smoke from a long-since doused fire. It also seems to dampen sound emitted by the creature. This shroud grants the träumen a +2 circumstance bonus to hide and move silently checks. It also grants the träumen concealment from other creatures. The concealment can be negated by a true seeing spell.

    Spell-like Abilites (Sp): At will- detect thoughts (DC 17), dream (DC 20); 1/day- mind fog (DC 20); 3/day- deep slumber (DC 18), rainbow pattern, confusion (DC 19). Caster level 9th. The saves are Charisma based.

    -=-=-=-=-=-=-

    A strange languor has been overtaking peasants in a small hamlet. Clerics and sorcerers who have been hired can find no trace of magic present in the victims. The cause has therefore been attributed to an external sapping of the strength by some necromantic creature. The adventurers are hired to find and slay this malevolent being in order to save the afflicted citizens.
    Last edited by Calver; 2007-09-26 at 07:18 AM.
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    My Stuffs:

    Races and Monsters:
    Kobork | Diverion | Tori | Zodiacal Hydra | Grecklerot | [Unnamed] | Faddle | Träumen


    Feats:

    Expand Wild Shape | Psionic Void | Quick Grab


    Spells:

    Ethereal Anchor | Twist Fate | Ghost Instrument


  8. - Top - End - #8
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    Default Re: GITP Monster Competition XIII - Dream A Little Dream

    This month's contest has come to a close. A voting thread has been posted here.

    Good luck!

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