Campaign of the Month: January 2015
Skies of Glass
Dreamborn Creature Template
“Dreamborn” is an inherited template that can be added to any creature (referred to hereafter as the base creature). A dreamborn creature uses all the base creature’s statistics and special abilities except as noted here.
- Challenge Rating: HD 10 or less, as base creature +1; HD 11 or more, as base creature +2.
- Type: An animal’s type changes to magical beast, otherwise the base creature’s type remains unchanged.
- Alignment: Typically one step closer to chaotic (a normally lawful creature would often be neutral, a normally neutral would often be chaotic). However, lawful dreamborn creatures can exist, they’re just very rare.
- Senses: The base creature gains low-light vision.
- Defensive Abilities: A dreamborn creature gains DR 5/cold iron (if HD 10 or less) or DR 10/magic and cold iron (if HD 11 or more) and is immune to figment, glamer, and pattern spells. Dreamborn creatures of 11 HD or more additionally gain SR equal to CR + 11.
Weaknesses: A dreamborn creature gains the following weakness:
- Sleep Vulnerability (Ex): A dreamborn creature takes a -2 penalty on saves against sleep effects. Furthermore, it counts as a creature with 2 fewer Hit Dice than it actually possesses for the purpose of determining the number and HD of creatures a sleep spell can affect. If the base creature is immune to sleep effects, it loses that ability.
- Bound to Dreams: A dreamborn creature cannot exist outside of the Dreamscape. If ever brought outside the Dreamscape, the creature will automatically attempt to shift back to the dreaming world after 1d4 rounds (much as if they were banished). If somehow prevented from traveling back to their realm, the dreamborn will die after 1 minute per hit die they possess passes, though they immediately shift back to the Dreamscape if such an effect is removed after the initial 1d4 rounds has passed.
Special Attacks: The dreamborn creature retains all the base creature’s special attacks and gains those described here.
- Dream Spellcasting (Su): A dreamborn creature’s effective caster level for figment, glamer, and pattern spells increases by +2 over that of the base creature. This ability is cumulative, e. g., a dreamborn creature casting a spell that is both a figment and glamer casts it at a +4 caster level.
- Lulling Gaze (Su): Any creature within 20 feet must succeed on a Will save or take a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects for as long as it remains within range. A new save is required each round until the creature either fails or is no longer within range. A dreamborn creature can suppress or resume this ability as a free action. This is a gaze effect. The save DC is Intelligence-based.
- Sleep Song (Su): As a full-round action, a dreamborn creature can begin to sing a lullaby that puts nearby creatures to sleep. Any creature within 30 feet of the dreamborn creature that can hear its song must succeed on a Will save (DC equals the dreamborn creature’s Perform [sing] check result), or fall asleep as though affected by a sleep spell. Creatures sleep for as long as the dreamborn continues to sing and so long as they can still hear the song, up to a maximum number of rounds equal to the dreamborn creature’s total Hit Dice. Sleeping creatures are awakened by any damage or can be shaken awake as a standard action, though they must save again against the sleep song if still within the area at the beginning of their next turn. The dreamborn must concentrate to sing, as if focusing on a spell (treat this effect as an 7th level Charisma-based spell for concentration checks). A creature that successfully saves cannot be affected by the same dreamborn creature’s sleep song again for 24 hours. Dreamborn creatures are immune to their own and other dreamborn creatures’ sleep songs. Sleep song is a sonic, mind-affecting sleep effect.
- Waking Dreams (Su): At will as a standard action, a dreamborn creature can cause the area within 100 feet of its position to become hazy and dreamlike at will. This effect penetrates solid objects. Distances and speeds in the affected area become hard to judge. Bright areas seem dark, and dark areas appear to have some hazy illumination. Colors blend into one another in strange and unpredictable ways, and creatures seem to take on the features of objects or other creatures. Every creature in the affected area takes a –4 penalty on all attack rolls, checks, and saves as long as it remains in the area. A creature outside the area taking any action that would affect creatures within or on the other side of the area also takes a –4 penalty on any associated roll or check. Waking dreams is an illusion (figment) effect with no save, but creatures that are immune to illusion effects are immune to this effect. True seeing and similar effects allow a creature to act in the affected area without taking the penalty. Dreamborn creatures are immune to the penalties caused by their own waking dreams and those of other dreamborn creatures.
- Spell-Like Abilities Needs Work : A dreamborn creature has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).
|1–2||Sleep 3/day, Ease the Mind|
|3–4||Dreamsight at will|
|5–6||Deep Slumber, Rainbow Pattern|
|7–8||Force the Mind, Major Image 3/day|
|13–14||Cloak of Dreams, Mirage Arcana 3/day|
|15–16||Dreamwalk, Prismatic Spray|
|17–18||Quickened Prismatic Blast 3/day|
|19–20||Dream Projection, Summon Monster 9 (Any Color)|
Abilities: Dexterity +4, Intelligence +2, Wis +4, Cha +2.
Skills: Dreamborn creatures gains a +4 racial bonus on Perform (sing) checks and Perform (sing) is always a class skill for a dreamborn creature.