Dream Spawn stats

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cure
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Dream Spawn stats

Post by cure »

If Dream Spawn are not Outsiders but rather Elementals (dream) as suggested in the errata, then they need new stats. Here is my shot at those for a Great Dream Spawn (Ennui):

Base Attack Bonus +6/+9
Attacks +9 (1d4+3, claw)
Full Attacks +9 (1d4+3, 4 claws)
Fort +5, Ref +5, Will +9
Skills: Bluff +11, Disguise +13*, Hide +7, Intimidate +9, Listen +7, Move Silently +7, Sense Motive +9, Spot +7
Racial bonuses to skills (included above): Bluff +5, Disguise +4, Hide +2, Intimidate +4, Move Silently +2,Sense Motive +4
Conditional Skill Bonus Synergy (not included above): +2 Disguise checks made when you know you’re being observed and you try to act in character


Four caveats however:
the good save for an Elemental is supposed to be either Fort or Ref, but Will make more sense in this case;
as far as I can tell, the original skill points for this creature failed to include its ability score modifiers and synergies; and I reconstructed the racial modifiers on the assumption that the scores did not include them; without this assumption we end up with a much weaker creature incidentally;
I am not an expert at any of this so this needs to be confirmed by someone who is.
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Re: Dream Spawn stats

Post by Mangrum »

cure wrote: Four caveats however:
the good save for an Elemental is supposed to be either Fort or Ref, but Will make more sense in this case
I had the same thought, so you're on track there. As it happens, the revised (and corrected) stats for dream spawn do exist (along with with pale morphs, a 1 HD form of spawn added to fill a niche), so I'll ponder posting the conversion notes.

Aside from having good Will saves, here's the entry for the Dream subtype in my personal notes:
Dream Subtype: This subtype is usually used for elementals and similar creatures with a connection to the Region of Dreams, otherwise known as the Veil of Sleep. Dream creatures are always fully lucid in dreams and can dreamwalk effortlessly without needing either the Lucid Dreamer or Dreamwalker feats.

Creatures of elemental dream in the waking world can be destroyed by the light of day. Dream creatures are vulnerable to direct exposure to sunlight (not just a daylight spell), though the exact effects vary from one dream creature to the next. Dream creatures may take damage each round of exposure to sunlight, or they may be destroyed instantly. In dreams, however, this vulnerability seldom applies — any “daylight” encountered in a dreamscape is composed of the same dreamstuff as the dream creatures themselves, and thus does them no harm.

Dream creatures are considered to be on their native plane when encountered in a dreamscape, and always gain the extraplanar subtype while in the waking world.
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Post by Mangrum »

To drop the other shoe...

I started pulling out my "errata" for the dream spawn, and in going line-by-line I see that I basically rebuilt the creatures from scratch. For the ennui, for example, I think there's only one or two stat lines (such as movement) that aren't different. That being the case, I'd be uncomfortable posting conversion notes -- it would virtually be the same as posting the creatures' entries in their entirety.
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Post by cure »

Might you post your Pale Morph stats, which I presume presents no legal problem?

Might you also post some of the more critical changes for each of the three existing morphs? I do not doubt that there is legal precedent for leaving an error unresolved because of copyright law, still it seems exceptionally perverse to have errata but not the ability to address seriously the problems thereby identified.

More dubiously, at what point does your vision of what a shadow morph should be become three shadow morphs that increase the universe of known creatures from three to six rather than tackling flaws in the received creatures?
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Post by DeepShadow of FoS »

Dragon 287 has a dream elemental template that might be a good reference.
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Post by Mangrum »

Pale Morph (Lesser Dream Spawn)
Tiny Elemental (Dream, Shapechanger)
Hit Dice:
1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 13 (+2 size, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/–10
Attack: Claw +0 melee (1d2–2)
Full Attack: 2 claws +0 melee (1d2–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Absorb memories, detect thoughts, lullaby
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, fear eater, shapechange, sunlight vulnerability
Saves: Fort +1, Ref +0, Will +2
Abilities: Str 7, Dex 11, Con 12, Int 4, Wis 10, Cha 11
Skills: Bluff +5, Disguise +11*, Hide +8, Move Silently +5, Sense Motive +1*
Outcast Rating: 6 (–1 size, +3 appearance, +2 reputation, +1 beyond the pale, +1 unnatural powers)
Feats: Weapon Finesse
Environment: Dreamscapes
Organization: Solitary, pair, gang (3–6), or pack (9–20)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2–3 HD (Tiny); 4–6 HD (Small)
Level Adjustment: +0 (improved familiar)

Pale morphs are the lowliest of the dream spawn. In dreamscapes, they play the roles of distant figures and minor objects. They are poor at mimicking fine details, however. If a pale morph assumes the shape of an ancient tome, it might look fine at first glance, but a reader who flipped through its pages would discover them filled with unintelligible gibberish, not words.

A pale morph is usually about the size of a cat. In its true form, its colorless body flows like liquid, seemingly struggling to maintain even a vague humanoid shape.

A pale morph is about 2 feet tall and weighs 10–15 pounds.

Combat
Pale morphs follow the orders of more powerful dream spawn, attacking in whatever forms they have been assigned. In their true forms, they lash out with their claws, but usually just try to melt into the woodwork (sometimes literally).

Will saves against a pale morph’s absorb memories, detect thoughts, and lullaby abilities have a DC of 10.

Shapechange (Sp): A pale morph can assume the form of any creature with up to 1 Hit Die.

Sunlight Vulnerability (Ex): A pale morph exposed to natural sunlight (not just a daylight spell) is instantly slain. Its body vanishes in a puff of vapor, leaving no trace.

Pale Morph Familiars
Spellcasters with the Improved Familiar feat can take a pale morph as a familiar. A pale morph has no innate ability to cross the Veil of Sleep, so it usually remains in the Region of Dreams, joining its master whenever she sleeps. The master can retrieve its familiar using dream travel spells or by journeying to the Nightmare Lands to physically recover it. Abber nomad shamans are the most common masters of pale morph familiars.
A pale familiar grants its master a +3 bonus on Lucid Dreaming checks.
Last edited by Mangrum on Thu May 04, 2006 2:06 am, edited 1 time in total.
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Post by Mangrum »

Oh, and here's the general combat info. This also serves as a fairly accurate sample of the extent of my changes.

Combat
Dream spawn can assume nearly any form and usually adopt the attacks of those borrowed shapes. If a dream spawn cannot use a desired ability of its assumed form, it typically uses dream powers to mimic the ability’s effects.

When encountered in its true form, a dream spawn usually attacks with its spidery claws. A dream spawn’s natural weapons, as well as any weapons it wields, are considered magic weapons for the purpose of overcoming damage reduction.

Dream spawn work in teams to turn a dream seed’s pleasant slumber into mind-shattering nightmares. The most powerful individual dream spawn in a given dreamscape (typically an ennui or shadow morph) acts as the overseer of all other dream spawn present. The effectiveness of some dream spawn attacks are determined by the power of the dreamscape’s overseer rather than the actual dream spawn making the attack. For example, a dreamer who “dies” in a dreamscape must make a Madness save upon waking (DC 10 + 1/2 overseer’s HD + overseer’s Cha modifier).

If dream spawn defeat a dreamer once and inflict a madness effect, they usually return to plague that dreamer every night until they are driven off, destroyed, or drag their victim into a nightmare-filled coma.

Dream spawn are native to the Region of Dreams, and are considered on their home plane whenever encountered in dreamscapes. A dream spawn gains the extraplanar subtype when it enters the waking world.

If a dream spawn is truly killed in a dreamscape (these creatures often feign death in the course of acting out nightmares), a swarm of dreamweavers emerges from seemingly nowhere 1d4 rounds later and unravels its remains, leaving nothing behind.

Absorb Memories (Su): Dream spawn can access the memories of other creatures, assuming forms pulled from the deepest recesses of their minds.

In the Waking World: To use this ability, a dream spawn must make a successful touch attack (using same attack bonus as a claw attack), dealing 1d4 points of Intelligence damage. Until the victim recovers all lost Intelligence, the dream spawn can freely access the victim’s memories; it can communicate in any language the victim knows and can use its shapechange ability to mimic creatures from the victim’s subconscious.

In Dreamscapes: A dream spawn can access the memories of all dreamers within the dreamscape simultaneously as free action on its turn, regardless of distance. When a dream spawn uses this ability, each dreamer in the dreamscape is entitled to a Will save (DC 10 + 1/2 spawn’s HD + spawn’s Cha modifier) to resist the intrusion. However, a dream spawn can repeat the attempt once each round and is likely to eventually prevail. This form of memory absorption does not inflict Intelligence damage.

A dream spawn can deal Intelligence damage in a dreamscape, but this requires a touch attack, just as if it were making the attack in the waking world. This Intelligence damage carries over into the waking world when the dreamer wakes.

Detect Thoughts (Su): A dream spawn can continuously use detect thoughts as the spell (caster level 18th). A spawn can suppress or resume this ability as a free action.

In the Waking World: This ability has a range of 30 feet. Will save (DC 10 + 1/2 spawn’s HD + spawn’s Cha modifier) negates.

In Dreamscapes: This ability has no maximum range and dreamers receive no saving throw.

Lullaby (Ex): Oneiros is the language of dreams. Although few non-dream creatures can understand it, the tone and cadence of its words inherently instill sensations of peace and security in listeners’ minds, often reminding them of the lullabies that lulled them to sleep as children. A dream spawn can murmur softly in Oneiros as a free action.

Creatures with the dream subtype are immune to Oneiros’s effects. Bards can attempt to counter the lullaby with their countersong class feature. This is a sonic, mind-affecting sleep effect.

In the Waking World: All creatures that can hear the murmurs (Listen check DC 10 + modifiers for distance and barriers) must succeed on a Will save (DC 10 + 1/2 spawn’s HD + spawn’s Cha modifier) or be fatigued. A listener that is already fatigued becomes exhausted; an exhausted listener falls asleep. These effects last for as long as the listener can hear the murmuring and for 1d4 rounds thereafter. Whether or not the save is successful, that creature cannot be affected again by that spawn’s lullaby for 24 hours.

In Dreamscapes: Although they are already asleep, creatures in dreamscapes can also be affected by the lullaby. If a dreamer fails its Will save against the lullaby, its dream-self becomes fatigued (or exhausted if already fatigued) within the dreamscape. Exhausted dreamers who fail their Will save do not fall asleep within the dreamscape, but in the waking world, they cannot be woken until the lullaby’s effect ends.

Shapechange (Sp): At will, a dream spawn can use shapechange (caster level equals Hit Dice) to assume virtually any form. A dream spawn can assume the form of a creature of any type, including mimicking specific individuals, but all forms must be drawn from the thoughts of mortal victims (by absorbing their memories; see above).

Dream spawn can also take the form of objects; treat this as taking the form of an animated object of the appropriate size.

A dream spawn can remain in its new form until it chooses to assume a new one. A spawn can return to its true form as a free action. If killed, a dream spawn reverts to its true form before fading away.

Fear Eater (Ex): Dream spawn are immune to all fear, horror, and madness effects. If targeted by a spell or ability that would normally cause a specific fear, horror, or madness effect, a dream spawn heals points of damage equal to the effect’s spell level. If a dream spawn is targeted by an ability that imposes nonspecific fear, horror, or madness effects, or if another creature fails a Fear, Horror, or Madness save within 30 feet of the dream spawn (or at any distance within a dreamscape), then the spawn heals 2 points of damage for a minor effect, 5 points for a moderate effect, and 10 points for a major effect. If this amount of healing would cause a dream spawn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour.

Skills: Dream spawn gain a +10 racial bonus on Disguise checks and a +4 racial bonus on Bluff checks and Move Silently checks.

*Dream spawn gain an additional +10 circumstance bonus on Disguise checks when using their shapechange ability.

*Within dreamscapes or when interacting with creatures whose memories they have absorbed, dream spawn gain a +8 insight bonus on Sense Motive checks.
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