Animate Dream
From time to time, when a powerfully imaginative sleeper wakes from a particularly vivid or unusual dream, a fragment of that dream lingers on the Ethereal Plane. To survive, this animate dream needs the power of living will, imagination, and emotion to sustain it. An animate dream seeks out mortal minds, appearing as a shadowy and often frightful dream figure. Its true appearance is vague and nebulous, but it reacts to the fears and emotions of those around it, taking on a nightmarish appearance that differs for each viewer.
An animate dream can find satisfaction and sustenance by passing one of its ghostly limbs through a mortal's body—the act infusing the mortal with negative energy that sates the animate dream's unnatural hunger. But by forcing a creature into a state of sleep, terror, or both, the animate dream can gain a much more satisfying meal, feeding on the emotions released in such states. It uses its spell-like abilities to this end, for each creature it harms with its nightmares, drives temporarily insane with confusion or fear, or outright slays with phantasmal killer provides the monster with more nourishment. An animate dream forced to go for a long period of time without feeding does not starve to death, but does grow increasingly feral and violent in nature.
Animate dreams sometimes associate with other creatures from the Ethereal Plane or that have associations with dreams and nightmares, such as night hags, phase spiders, and xills. Sometimes these alliances are mutually beneficial, but in many cases the animate dreams are treated as slaves. Night hags in particular like enslaving animate dreams, and sometimes use their essence as a component in creating heartstones.
- HP
- 90 (12d10+24)
- AC
- 20, touch 20, flat-footed 15 (+5 deflection, +4 Dex, +1 dodge)
- Speed
- fly 40 ft. (perfect)
- Init
- +4
- Melee
- incorporeal touch +16 (6d8 negative energy plus nightmare curse)
- BAB
- +12
- CMB
- +16
- CMD
- 32
- Fort
- +10
- Ref
- +8
- Will
- +12
- SR
- 19
- Defensive Abilities
- incorporeal
Weapons: Martial, Simple
Blind-Fight, Combat Casting, Dodge, Flyby Attack, Iron Will, Mobility
<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>
<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
Bluff +20, Fly +12, Intimidate +20, Knowledge (planes) +15, Perception +17, Sense Motive +17, Stealth +19
- Type
- Outsider
- Alignment
- NE
- Size
- Medium
- Environment
- any (Ethereal Plane)
- Organization
- solitary
- Treasure
- none
- Senses
- darkvision 60 ft.; Perception +17
- Languages
- telepathy 100 ft.
- Source
- Bestiary 2
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Deep Slumber (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimension Door (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Nightmare (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Confusion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fear (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Phantasmal Killer (Spell)House/Core — covered by the site's Section 15.
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