A monster made from the spirit of a human who retained feelings for the living world even after dying. They chase around humans which they target, hoping to add to their friends. It will follow until it is destroyed, and will try to absorb the target’s life energy by making its target have nightmares. Even if one is fortunate enough to survive, they end up being a hollow of their former selves, still entrapped by the nightmares from the evil dreamer.
Evil Dreamer (CR 4)
XP 1,200
NE Medium Undead (Incorporeal, Fire)
Init +6; Senses Darkvision 60 ft., Perception +14
DEFENSE
AC 16, touch 16; flat-footed 13 (+3 deflection, +2 dex, +1 dodge)
hp 38 (5d8+15), fast healing 5;
Fort +4, Ref +3, Will +6
Defensive Abilities Channel Resistance +2, Incorporeal; Immune Fire, Undead traits; Resist Ice 15; Strong Ice
Weakness Holy and Water
Tactics
During Combat Evil Dreamer start with curse gaze on the strongest opponent. It will use marrow drain on spell casters and blood drain when below 50% health. They tend to gang up on the tougher enemies.
OFFENSE
Speed Fly 30 ft. (perfect)
Melee incorporeal touch +5 (1d6 fire damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Curse Gaze, Marrow Drain
STATISTICS
Str -, Dex 14, Con -, Int 10, Wis 14, Cha 16
Base Atk +3; CMB +3; CMD 15
Feats Combat Reflexes, Dodge, Improved Initiative
Skills Fly +8, Perception +16, Sense Motive +8, Stealth +16; Racial Modifiers +8 Perception, +8 Stealth
Languages Common
SPECIAL ABILITIES
Blood Drain (Su)
2/day, an evil dreamer can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 15) or take 1d8 points of shadow damage and the soul is healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Curse Gaze (Su)
1/day, an evil dreamer gazes a dark eerie look into the eyes of their opponent within 60 feet. The target must make a Will save (DC 15) or be inflicted with the Curse status effect for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Marrow Drain (Su)
3/day, an evil dreamer can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 15) or be drained for 1d3+1 MP which heals the blood bones for the same amount. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).