This smooth-featured, humanoid creature appears to have skin made entirely of mirrored glass.
A soulsliver is an extradimensional shapechanger that lurks in the half-dimensions behind mirrors. It watches creatures on the Material Plane through reflective surfaces, assumes their likeness, then crawls through the mirror to kill and feast upon its prey. Whether they are bizarre offshoots of the doppelganger race or originate from some aberrant magic used to create a demiplane, soulslivers are responsible for many unsolved murders, and their mirror travel makes them hard to catch. A soulsliver causes trouble for a short while in its assumed form, then retreats through the mirror to its home plane. Its native plane is an aspect of the Plane of Shadow, with reversed and grossly distorted creatures and scenery from the Material Plane.
CR 2 XP 600
NE Medium (, shapechanger)
The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow). An Outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. An outsider has the following traits: • Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. • Proficient with all simple and martial weapons and any weapons mentioned in its entry. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor. • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Init +7; Senses 60 ft., ; Perception +7
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. DEFENSE
AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
hp 19 (3d10+3); 1
Fast Healing (Ex) This creature regains hit points swiftly, usually 1 or more per round, as given in the creature’s entry. Except as noted below, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, suffocation, or thirst, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. Fort +4, Ref +6, Will +2
acid 5, fire 5
A creature with resistance to energy ignores some damage of a certain type per attack, but it does not have total immunity. Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn’t matter whether the damage has a mundane or magical source. When resistance completely negates the damage from an energy attack, the attack does not disrupt spellcasting. This resistance does not stack with the resistance that a spell might provide. Weaknesses to sonic
A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE
Speed 40 ft.
Melee 2 slams +5 (1d4+2)
Special Attacks death throes
(CL 3rd; concentration +4)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. 3/day—mage hand, open/close, silent image 1/day—mirror image STATISTICS
Str 14, Dex 17, Con 12, Int 11, Wis 12, Cha 13
Base Atk +3; +5; CMD 19
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats Dodge, Improved Initiative
Skills Acrobatics +9 (+13 when jumping), Bluff +7, Disguise +7 (+11 when using change shape), Perception +7, Sense Motive +7, Stealth +9
Racial Modifiers +4 Acrobatics when jumping, +4 Disguise when using change shape
Languages Aklo, Common
SQ (any humanoid, alter self), , mirror travel, perfect copy, (voices)
Change Shape (Su) This creature has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions. Compression (Ex) This creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. Sound Mimicry (Ex) This creature perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know. ECOLOGY
Environment any land ()
The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow). Organization solitary or gang (2–5)
Treasure incidental
SPECIAL ABILITIES
Death Throes (Su) When a soulsliver is killed, its body explodes into jagged glass shards that deal 2d6 points of piercing and slashing damage to creatures within a 20-foot-radius burst (Reflex DC 12 half). The save DC is Constitution-based.
Mirror Travel (Su) At will as a standard action, a soulsliver can crawl into any mirror as if it were a door or window, instantly transporting itself to another mirror within 500 feet as if using dimension door (caster level 7th). It can remain within that mirror indefinitely, or on its next turn crawl out or use this ability again. Its compression ability allows it to enter or exit Diminutive or larger mirrors. It can only exit a mirror if it is using change shape to take a specific creature’s form.
Perfect Copy (Su) When a soulsliver uses change shape, it can assume the appearance of a specific individual. However, it is always the mirror image of the person it copies, which might give away that something is wrong.
Nightgaunt
This lanky ebon humanoid has batlike wings, horns, and a long prehensile tail, but lacks a face.
Nightgaunts haunt the deepest and darkest chasms of dreams. They lurk in the shadows that loom at the edges of sane slumber, but are ready at any moment to snatch a blithe dreamer away, carrying it off into realms of endless nightmare and tickling it terribly all the way. They appear as stooped, emaciated humanoids, yet possess a remarkable strength in their sinewy limbs. With inky black skin, batlike wings, a long spiny tail, and demonic horns protruding from its skull, a nightgaunt is a fearsome foe—yet the lack of any facial features is what makes it truly nightmarish. A typical nightgaunt would stand 7 feet tall if fully upright, and weighs 175 pounds. Nightgaunts feed on emotions, preferring despair, horror, and nervous laughter. They enjoy carrying their prey high over the mountains, tickling their prey to create a mix of emotions, and finally dropping their victims in remote areas where other monsters can stalk and kill them. Some creatures pay nightgaunts to serve as guardians or carry them from place to place, though the nightgaunts are prone to turn on their employers at the smallest slight. Most nightgaunts have little interest in anything other than sating their hunger on sleepers, and gather in colonies to entertain each other by sharing emotion memories through strange caresses. They sometimes war with the other creatures found in their desolate realms.
CR 4 XP 1,200
CN Medium ()
The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow). Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid has the following traits (unless otherwise noted in a creature’s entry). • Proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor. • Monstrous humanoids breathe, eat, and sleep. Init +6; Senses , 60 ft., 60 ft.; Perception +6
All-Around Vision (Ex) This creature sees in all directions at once. It cannot be flanked. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of only during its turn. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. DEFENSE
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 37 (5d10+10)
Fort +3, Ref +8, Will +6
Defensive Abilities faceless; cold, gaze attacks, inhaled poison, scent-based attacks
A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. OFFENSE
Speed 30 ft., 40 ft. (average)
A creature with a Fly speed can cease or resume flight as a free action on their turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of their turn a flying creature can move in a different direction than they did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s statblock. Melee 2 claws +9 (1d6+4 plus )
Grab (Ex) If this creature hits with the indicated attack it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Special Attacks clutches, tickle
STATISTICS
Str 18, Dex 15, Con 14, Int 5, Wis 14, Cha 11
Base Atk +5; +9 (+17 grapple); CMD 22
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats Dodge, Improved Initiative, Lightning Reflexes
Skills Fly +7, Perception +6, Stealth +11
Racial Modifiers +4 Stealth
Languages Aklo (can’t speak)
SQ No Breath (Ex) This monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. ECOLOGY
Environment any mountains (Dimension of Dreams)
Organization single, pair, flight (3–12), or colony
Treasure none
SPECIAL ABILITIES
Clutches (Ex) A nightgaunt has a +4 racial bonus on grapple combat maneuver checks. If a nightgaunt uses its fly speed to move itself and a grappled target, it can fly at full speed.
Faceless (Ex) A nightgaunt has no face, but can still see in all directions as if its entire body were an eye. It is immune to gaze attacks, but not to illusions that rely upon vision to function. It has no need to breathe, and is immune to all inhaled and scent-based effects.
Tickle (Ex) As a swift action, a nightgaunt can use its tail to tickle a grappled or helpless foe with horrible efficiency. The target must succeed at a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Dexterity-based.
Dream Naga
This large, flying serpent has a humanoid head outlined by a colorful, frilled hood.
Inhabitants of the Dimension of Dreams, dream nagas fly through dreamscapes as part of an unknowable plan to alter the destiny of the multiverse. Most creatures that encounter dream nagas do so while they sleep, as their dreams provide convenient shortcuts for the dream nagas’ paths through the various dreamscapes. Even after these dreamers awaken, the sight of these beautiful creatures remains ingrained in their minds. Many cultures consider seeing a dream naga a sign of a special destiny. But when a dreaming creature gains the full attention of a dream naga, it is no mere chance encounter. For convoluted and arcane reasons that only they truly understand, dream nagas enter dreams and interact with the sleepers—sometimes relaying knowledge to the sleepers, and other times tormenting them. Such dream encounters often don’t make sense to the dreaming creature until some point far in the future, if ever.
CR 9 XP 6,400
N Large ()
An Aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. They possess the following traits: • Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor. • Aberrations breathe, eat, and sleep. The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow). Init +6; Senses 60 ft., dreamsight; Perception +24
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. DEFENSE
AC 23, touch 15, flat-footed 17 (+6 Dex, +8 natural, –1 size)
hp 123 (13d8+65)
Fort +9, Ref +12, Will +10
OFFENSE
Speed 30 ft., 40 ft. (average)
A creature with a Fly speed can cease or resume flight as a free action on their turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of their turn a flying creature can move in a different direction than they did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s statblock. Melee bite +15 (3d8+9 plus poison)
Space 10 ft.; Reach 5 ft.
Psychic Spells Known (CL 7th; concentration +11)
3rd (5/day)—synaptic pulse (DC 16), synesthesia (DC 16)
2nd (7/day)—misdirection, oneiric horror (DC 15), see invisibility 1st (7/day)—deja vu, ill omen, mind thrust I (DC 14), shield, silent image (DC 14)
0 (6/day)—dancing lights, daze (DC 13), detect psychic significance, ghost sound (DC 13), mage hand, read magic, telekinetic maneuver STATISTICS
Str 22, Dex 23, Con 20, Int 18, Wis 15, Cha 17
Base Atk +9; +16; CMD 32 (can’t be tripped)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats Combat Casting, Flyby Attack, Lightning Reflexes, Lucid Dreamer, Skill Focus (Perception), Vital Strike, Weapon Focus (bite)
Skills Acrobatics +22, Bluff +16, Fly +20, Knowledge (arcana) +17, Knowledge (planes) +20, Perception +24, Sense Motive +15, Survival +18
Languages Aklo, Celestial, Common, Infernal
SQ dream passage
ECOLOGY
Environment any (Dimension of Dreams)
Organization solitary, pair, or nest (3–6)
Treasure standard
SPECIAL ABILITIES
Dream Passage (Su) A dream naga can physically enter dreamscapes in the Dimension of Dreams and dwell within those dreams without disorientation or other debilitating effects. The naga can also attempt impossible feats while in a dreamscape in its physical body, and it gains the bonuses from the Lucid DreamerOA feat when it does.
Dreamsight (Ex) Just by looking at a dreaming creature or when in a dreamscape in the Dimension of Dreams, a dream naga gains a general sense of the nature of the dream. While the dream naga’s vision is not detailed, it gets a general impression of the dream’s themes and the dreamer’s current emotional state.
Poison (Ex) Bite—injury; save Will DC 21; frequency 1/round for 4 rounds; effect daze 1 round; cure 1 save.
Spells A dream naga casts spells as a 7th-level psychic.
Nightmare Dragon
Nightmare dragons have red frills and appear terribly contorted, trailing shadows behind them.
These hunters of the Dimension of Dreams seek to wreak nightmares on sleepers and make existing bad dreams even more terrifying. Nightmare dragons often work with night hags in their grim collection of sleeping souls.
— — — — — — — — — — — CR 2 XP 6004 XP 1,2006 XP 2,4007 XP 3,2009 XP 6,40010 XP 9,60011 XP 12,80013 XP 25,60014 XP 38,40015 XP 51,20016 XP 76,80018 XP 153,600 NE TinySmallMediumMediumLargeLargeLargeHugeHugeHugeHugeGargantuan () A Dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry). • Immunity to magic sleep effects and paralysis effects. • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with no armor. • Dragons breathe, eat, and sleep. A creature with the extraplanar subtype is not native to the Material Plane. It can be affected by spells and effects that specifically target extraplanar creatures (such as dismissal or banishment). If an extraplanar creature is killed or destroyed on a plane other than its home plane, it is only banished back to its home plane (usually with temporary hit point loss or other minor effects) rather than truly destroyed, unless the effect specifically states otherwise. Init +6+5+5+5+4+4+4+3+3+3+2+2; Senses , , ; Perception +6912151720222527303235 Dragons have 120 ft. and 60 ft. They see four times as well as a human in dim light and twice as well in normal light. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Using extraordinary nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. A creature with see in darkness can see perfectly in darkness of any kind, including that created by deeper darkness. Dreamsight (Su) A very young or older nightmare dragon can see the dreams of sleeping creatures. Aura (120 ft., DC 17) Aura (150 ft., DC 18) Aura (180 ft., DC 20) Aura (210 ft., DC 21) Aura (240 ft., DC 23) Aura (270 ft., DC 24) Aura (300 ft., DC 26) Aura (330 ft., DC 27) Aura (360 ft., DC 29) The Frightful Presence extraordinary quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is shaken, or frightened if it is already shaken. A frightened opponent who fails their save becomes panicked instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened. The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). Terrifying Presence (Su) A creature that fails its Will save against the frightful presence of an ancient or older nightmare dragon is if it has fewer Hit Dice than the dragon. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened. DEFENSE AC16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)17, touch 12, flat-footed 16 (+1 Dex, +5 natural, +1 size)19, touch 11, flat-footed 18 (+1 Dex, +8 natural)22, touch 11, flat-footed 21 (+1 Dex, +11 natural)23, touch 9, flat-footed 23 (+14 natural, –1 size)26, touch 9, flat-footed 26 (+17 natural, –1 size)29, touch 9, flat-footed 29 (+20 natural, –1 size)30, touch 7, flat-footed 30 (+23 natural, –2 size)33, touch 7, flat-footed 33 (+26 natural, –2 size)36, touch 7, flat-footed 36 (–1 Dex, +29 natural, –2 size)38, touch 6, flat-footed 38 (–2 Dex, +32 natural, –2 size)39, touch 4, flat-footed 39 (–2 Dex, +35 natural, –4 size) hp28 (3d12+9)52 (5d12+20)80 (7d12+35)112 (9d12+54)137 (11d12+66)175 (13d12+91)202 (15d12+105)246 (17d12+136)275 (19d12+152)325 (21d12+189)379 (23d12+230)437 (25d12+275) Fort +6810121315161819212224, Ref +5567789910111112, Will +46791014151718202123 5/magic; 5/magic; 10/magic; 10/magic; 15/magic; 15/magic; 20/magic; 20/magic; mind-affecting effects, paralysis, sleep; 20; 21; 22; 24; 25; 26; 27; 29 A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below. The entry indicates the amount of damage ignored and the type of weapon that negates the ability. Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon. When a damage reduction entry has a — after the slash, no weapon negates the damage reduction. A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction. A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. A dragon with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A dragon that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw. OFFENSE Speed 60 ft., 100 ft. (average)150 ft. (average)150 ft. (average)150 ft. (average)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)250 ft. (clumsy) A dragon with a Fly speed can cease or resume flight as a free action on their turn. Without making a check, a flying dragon can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of their turn a flying dragon can move in a different direction than it did previously without needing a Fly check. A dragon with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Dragons without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the dragon’s statblock. Melee bite +7 (1d4+3), 2 claws +7 (1d3+2)bite +10 (1d6+6), 2 claws +10 (1d4+4)bite +13 (1d8+9), 2 claws +13 (1d6+6), 2 wings +11 (1d4+3)bite +17 (1d8+10), 2 claws +16 (1d6+7), 2 wings +14 (1d4+3)bite +19 (2d6+12), 2 claws +18 (1d8+8), 2 wings +16 (1d6+4), tail slap +16 (1d8+12)bite +22 (2d6+13), 2 claws +21 (1d8+9/19–20), 2 wings +19 (1d6+4), tail slap +19 (1d8+13)bite +25 (2d6+15), 2 claws +24 (1d8+10/19–20), 2 wings +22 (1d6+5), tail slap +22 (1d8+15)bite +27 (2d8+16), 2 claws +26 (2d6+11/19–20), 2 wings +24 (1d8+5), tail slap +24 (2d6+16)bite +30 (2d8+17/19–20), 2 claws +29 (2d6+12/19–20), 2 wings +27 (1d8+6), tail slap +27 (2d6+17)bite +33 (2d8+19/19–20), 2 claws +32 (2d6+13/19–20), 2 wings +30 (1d8+6), tail slap +30 (2d6+19)bite +36 (2d8+20/19–20), 2 claws +35 (2d6+14/19–20), 2 wings +33 (1d8+7), tail slap +33 (2d6+20)bite +37 (4d6+21/19–20), 2 claws +36 (2d8+14/19–20), 2 wings +34 (2d6+7), tail slap +34 (2d8+21) Space 2-1/25551010101515151520 ft.; Reach 0 ft. (5 ft. with bite)5 ft.5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)15 ft. (20 ft. with bite) Special Attacks(15-ft. cone, 2d6 acid, Reflex DC 14 half)(20-ft. cone, 4d6 acid, Reflex DC 16 half)(30-ft. cone, 6d6 acid, Reflex DC 18 half)(30-ft. cone, 8d6 acid, Reflex DC 20 half)(40-ft. cone, 10d6 acid, Reflex DC 21 half)(40-ft. cone, 12d6 acid, Reflex DC 23 half), (40-ft. cone, 14d6 acid, Reflex DC 24 half), (50-ft. cone, 16d6 acid, Reflex DC 26 half), (Small creatures, DC 26, 2d8+16), , (50-ft. cone, 18d6 acid, Reflex DC 27 half), (Small creatures, DC 27, 2d8+17), , (50-ft. cone, 20d6 acid, Reflex DC 29 half), (Small creatures, DC 29, 2d8+19), , (50-ft. cone, 22d6 acid, Reflex DC 30 half), (Small creatures, DC 30, 2d8+20), , (60-ft. cone, 24d6 acid, Reflex DC 32 half), (Medium creatures, DC 32, 4d6+21), (30-ft., 2d6+21, DC 32), , , Breath Weapon (Su) Dragons have the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing dragon’s racial HD + Con modifier; the exact DC is given in the dragon’s descriptive text). A dragon is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon). Nightmare Talons (Su) The claw attacks of adult or older nightmare dragons are considered keen weapons. Rising Nightmare (Su) Three times per day, when an old or older nightmare dragon kills a living creature, it can cast phantasmal killer as a free action. Dream Terror (Su) A great wyrm nightmare dragon can utterly control any dreamscape it enters, shaping it to its will. When a creature’s lucid body dies in a dreamscape under the great wyrm’s control, that creature’s material body also dies. (CL 9th; concentration +12) 4 PE—ghost sound (0 PE, DC 13), true strike (1 PE) (CL 11th; concentration +14) 6 PE—ghost sound (0 PE, DC 13), true strike (1 PE) (CL 13th; concentration +17) 8 PE—ghost sound (0 PE, DC 14), true strike (1 PE) (CL 15th; concentration +19) 10 PE—ghost sound (0 PE, DC 14), true strike (1 PE) (CL 17th; concentration +22) 12 PE—dimension door (4 PE), ghost sound (0 PE, DC 15), nightmare (5 PE, DC 20), true strike (1 PE) (CL 19th; concentration +24) 14 PE—dimension door (4 PE), ghost sound (0 PE, DC 15), nightmare (5 PE, DC 20), true strike (1 PE) (CL 21st; concentration +27) 16 PE—dimension door (4 PE), ghost sound (0 PE, DC 16), nightmare (5 PE, DC 21), true strike (1 PE) (CL 23rd; concentration +29) 18 PE—dimension door (4 PE), ghost sound (0 PE, DC 16), nightmare (5 PE, DC 21), true strike (1 PE) (CL 25th; concentration +32) 20 PE—dimension door (4 PE), ghost sound (0 PE, DC 17), nightmare (5 PE, DC 22), true strike (1 PE) Psychic Magic (Sp) A nightmare dragon gains the following psychic spells upon reaching the listed age category: Juvenile—ghost sound (0 PE), true strike (1 PE); old—dimension door (4 PE), nightmare (5 PE). Psychic magic is a form of spell-like ability that uses psychic energy (PE) instead of traditional spell slots. The dragon has a pool of PE that refreshes each day. Casting a psychic spell costs the listed PE. The save DCs are Charisma-based. Psychic magic is subject to spell resistance and can be dispelled, but does not provoke attacks of opportunity unless otherwise noted. Psychic Spells Known (CL 1st; concentration +3) 1st (4/day)—command (DC 13), detect thoughts (DC 13) 0 (at will)—bleed (DC 12), dancing lights, daze (DC 12), detect psychic significance Psychic Spells Known (CL 3rd; concentration +5) 1st (6/day)—command (DC 13), detect thoughts (DC 13), ill omen 0 (at will)—bleed (DC 12), dancing lights, daze (DC 12), detect psychic significance, lullaby (DC 12) Psychic Spells Known (CL 5th; concentration +8) 2nd (5/day)—mirror image, scare (DC 15) 1st (7/day)—command (DC 14), detect thoughts (DC 14), ill omen, unwitting ally (DC 14) 0 (at will)—bleed (DC 13), dancing lights, daze (DC 13), detect psychic significance, lullaby (DC 13), resistance Psychic Spells Known (CL 7th; concentration +10) 3rd (5/day)—deep slumber (DC 16), major image (DC 16) 2nd (7/day)—mirror image, scare (DC 15), touch of idiocy 1st (7/day)—command (DC 14), compel hostility (DC 14), detect thoughts (DC 14), ill omen, unwitting ally (DC 14) 0 (at will)—bleed (DC 13), dancing lights, daze (DC 13), detect magic, detect psychic significance, lullaby (DC 13), resistance Psychic Spells Known (CL 9th; concentration +13) 4th (5/day)—crushing despair (DC 18), phantasmal killer (DC 18) 3rd (7/day)—deep slumber (DC 17), major image (DC 17), vision of Hell (DC 17) 2nd (7/day)—haunting mists (DC 16), mirror image, scare (DC 16), touch of idiocy 1st (7/day)—command (DC 15), compel hostility (DC 15), detect thoughts (DC 15), ill omen, unwitting ally (DC 15) 0 (at will)—bleed (DC 14), dancing lights, daze (DC 14), detect magic, detect psychic significance, lullaby (DC 14), resistance, telekinetic projectile Psychic Spells Known (CL 11th; concentration +15) 5th (4/day)—dream scan (DC 19), ego whip III (DC 19) 4th (7/day)—agonize (DC 18), crushing despair (DC 18), phantasmal killer (DC 18) 3rd (7/day)—deep slumber (DC 17), major image (DC 17), vision of Hell (DC 17), wall of nausea (DC 17) 2nd (7/day)—haunting mists (DC 16), mind thrust II (DC 16), mirror image, scare (DC 16), touch of idiocy 1st (7/day)—command (DC 15), compel hostility (DC 15), detect thoughts (DC 15), ill omen, unwitting ally (DC 15) 0 (at will)—bleed (DC 14), dancing lights, daze (DC 14), detect magic, detect psychic significance, lullaby (DC 14), resistance, telekinetic projectile, touch of fatigue (DC 14) Psychic Spells Known (CL 13th; concentration +18) 6th (4/day)—dream travel (DC 21), greater dispel magic 5th (7/day)—dream scan (DC 20), ego whip III (DC 20), erase impressions (DC 20) 4th (7/day)—agonize (DC 19), crushing despair (DC 19), phantasmal killer (DC 19), stoneskin 3rd (7/day)—deep slumber (DC 18), major image (DC 18), vision of Hell (DC 18), wall of nausea (DC 18) 2nd (7/day)—haunting mists (DC 17), mind thrust II (DC 17), mirror image, scare (DC 17), touch of idiocy 1st (8/day)—command (DC 16), compel hostility (DC 16), detect thoughts (DC 16), ill omen, unwitting ally (DC 16) 0 (at will)—bleed (DC 15), dancing lights, daze (DC 15), detect magic, detect psychic significance, lullaby (DC 15), resistance, telekinetic projectile, touch of fatigue (DC 15) Psychic Spells Known (CL 15th; concentration +20) 7th (4/day)—ethereal jaunt, insanity (DC 22) 6th (6/day)—dream travel (DC 21), greater dispel magic, true seeing 5th (7/day)—dream scan (DC 20), ego whip III (DC 20), erase impressions (DC 20), synapse overload (DC 20) 4th (7/day)—agonize (DC 19), crushing despair (DC 19), phantasmal killer (DC 19), stoneskin 3rd (7/day)—deep slumber (DC 18), major image (DC 18), vision of Hell (DC 18), wall of nausea (DC 18) 2nd (7/day)—haunting mists (DC 17), mind thrust II (DC 17), mirror image, scare (DC 17), touch of idiocy 1st (8/day)—command (DC 16), compel hostility (DC 16), detect thoughts (DC 16), ill omen, unwitting ally (DC 16) 0 (at will)—bleed (DC 15), dancing lights, daze (DC 15), detect magic, detect psychic significance, lullaby (DC 15), resistance, telekinetic projectile, touch of fatigue (DC 15) Psychic Spells Known (CL 17th; concentration +23) 8th (4/day)—maze, mind blank 7th (6/day)—ethereal jaunt, insanity (DC 23), spell turning 6th (7/day)—dream travel (DC 22), greater dispel magic, true seeing 5th (7/day)—dream scan (DC 21), ego whip III (DC 21), erase impressions (DC 21), synapse overload (DC 21) 4th (7/day)—agonize (DC 20), crushing despair (DC 20), phantasmal killer (DC 20), stoneskin 3rd (7/day)—deep slumber (DC 19), major image (DC 19), vision of Hell (DC 19), wall of nausea (DC 19) 2nd (8/day)—haunting mists (DC 18), mind thrust II (DC 18), mirror image, scare (DC 18), touch of idiocy 1st (8/day)—command (DC 17), compel hostility (DC 17), detect thoughts (DC 17), ill omen, unwitting ally (DC 17) 0 (at will)—bleed (DC 16), dancing lights, daze (DC 16), detect magic, detect psychic significance, lullaby (DC 16), resistance, telekinetic projectile, touch of fatigue (DC 16) STATISTICS Str 151923252729313335373941, Dex 1513131311111199977, Con 161820222224242626282830, Int 101212141416161818202022, Wis 121414161618182020222224, Cha 131515171719192121232325 Base Atk +35791113151719212325; +3813162023263033363944; CMD 15 (19 vs. trip)19 (23 vs. trip)24 (28 vs. trip)27 (31 vs. trip)30 (34 vs. trip)33 (37 vs. trip)36 (40 vs. trip)39 (43 vs. trip)42 (46 vs. trip)45 (49 vs. trip)47 (51 vs. trip)52 (56 vs. trip) When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. FeatsImproved Initiative, Power AttackFlyby Attack, Improved Initiative, Power AttackFlyby Attack, Improved Initiative, Multiattack, Power AttackFlyby Attack, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite)Flyby Attack, Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Weapon Focus (bite)Flyby Attack, Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Weapon Focus (bite)Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Weapon Focus (bite)Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Weapon Focus (bite)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Weapon Focus (bite)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Stealthy, Weapon Focus (bite)Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Stealthy, Weapon Focus (bite), ToughnessFlyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Stealthy, Weapon Focus (bite), Toughness, Wingover SkillsBluff +5, Fly +12, Intimidate +5, Perception +6, Sense Motive +6, Stealth +15Bluff +9, Fly +11, Intimidate +9, Knowledge (planes) +7, Perception +9, Sense Motive +9, Stealth +11Bluff +12, Fly +11, Intimidate +12, Knowledge (planes) +11, Perception +12, Sense Motive +12, Stealth +11Bluff +15, Fly +13, Intimidate +15, Knowledge (planes) +14, Perception +15, Sense Motive +15, Stealth +13Bluff +17, Fly +8, Intimidate +17, Knowledge (arcana, planes) +16, Perception +17, Sense Motive +17, Stealth +16Bluff +20, Fly +10, Intimidate +20, Knowledge (arcana, planes) +19, Perception +20, Sense Motive +20, Stealth +18, Survival +20Bluff +22, Fly +12, Intimidate +22, Knowledge (arcana, planes) +21, Perception +22, Sense Motive +22, Stealth +20, Survival +22Bluff +25, Diplomacy +25, Fly +11, Intimidate +25, Knowledge (arcana, planes, religion) +24, Perception +25, Sense Motive +25, Stealth +17, Survival +25Bluff +27, Diplomacy +27, Fly +13, Intimidate +27, Knowledge (arcana, planes, religion) +26, Perception +27, Sense Motive +27, Stealth +19, Survival +27Bluff +30, Diplomacy +30, Escape Artist +1, Fly +15, Intimidate +30, Knowledge (arcana, planes, religion) +29, Perception +30, Sense Motive +30, Stealth +25, Survival +30Bluff +32, Diplomacy +32, Escape Artist +3, Fly +16, Intimidate +32, Knowledge (arcana, planes, religion) +31, Perception +32, Sense Motive +32, Stealth +26, Survival +32Bluff +35, Diplomacy +35, Escape Artist +5, Fly +12, Intimidate +35, Knowledge (arcana, planes, religion) +34, Perception +35, Sense Motive +35, Stealth +24, Survival +35 LanguagesDraconicCommon, DraconicCommon, DraconicAklo, Common, DraconicAklo, Common, DraconicAklo, Common, DraconicAklo, Common, DraconicAbyssal, Aklo, Common, DraconicAbyssal, Aklo, Common, DraconicAbyssal, Aklo, Common, Draconic, InfernalAbyssal, Aklo, Common, Draconic, InfernalAbyssal, Aklo, Common, Draconic, Infernal, Undercommon SQ Change Shape (Su) A young adult or older nightmare dragon can assume any humanoid form of its size or smaller three times per day as if using polymorph. A creature with the Change Shape supernatural ability can assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions. ECOLOGY Environment any (Dimension of Dreams) Organization solitary Treasure triple SPECIAL ABILITIES Dream Terror (Su) A great wyrm nightmare dragon can utterly control any dreamscape it enters, shaping it to its will. When a creature’s lucid body dies in a dreamscape under the great wyrm’s control, that creature’s material body also dies. Dreamsight (Su) A very young or older nightmare dragon can see the dreams of sleeping creatures. Nightmare Talons (Su) The claw attacks of adult or older nightmare dragons are considered keen weapons. Rising Nightmare (Su) Three times per day, when an old or older nightmare dragon kills a living creature, it can cast phantasmal killer as a free action. Terrifying Presence (Su) A creature that fails its Will save against the frightful presence of an ancient or older nightmare dragon is if it has fewer Hit Dice than the dragon.
Dream Dragon
Clouds trail from the edges of these graceful, nearly fanciful creatures in hypnotizing patterns.
These self-styled masters of the Dimension of Dreams hunt that strange plane’s shifting expanse.
— — — — — — — — — — — CR 6 XP 2,4008 XP 4,80010 XP 9,60011 XP 12,80013 XP 25,60014 XP 38,40015 XP 51,20017 XP 102,40018 XP 153,60019 XP 204,80020 XP 307,20022 XP 614,400 N SmallMediumLargeLargeHugeHugeHugeGargantuanGargantuanGargantuanGargantuanColossal () A Dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry). • Immunity to magic sleep effects and paralysis effects. • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with no armor. • Dragons breathe, eat, and sleep. The extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow). Init +215544433322; Senses , , , , , , , , , , , ; Perception +121522252834374042444649 Dragons have 120 ft. and 60 ft. They see four times as well as a human in dim light and twice as well in normal light. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Using extraordinary nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Aura (180 ft., DC 23) Aura (210 ft., DC 24) Aura (240 ft., DC 26) Aura (270 ft., DC 27) Aura (300 ft., DC 30) Aura (330 ft., DC 31) Aura (360 ft., DC 33) Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened. The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). DEFENSE AC17, touch 13, flat-footed 15 (+2 Dex, +6 natural, +1 size)19, touch 11, flat-footed 18 (+1 Dex, +9 natural)22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)26, touch 8, flat-footed 26 (+18 natural, –2 size)29, touch 8, flat-footed 29 (+21 natural, –2 size)32, touch 8, flat-footed 32 (+24 natural, –2 size)33, touch 5, flat-footed 33 (–1 Dex, +27 natural, –4 size)36, touch 5, flat-footed 36 (–1 Dex, +30 natural, –4 size)38, touch 5, flat-footed 38 (–1 Dex, +33 natural, –4 size)41, touch 3, flat-footed 41 (–3 Dex, +36 natural, –4 size)42, touch –1, flat-footed 42 (–3 Dex, +39 natural, –8 size) hp45 (7d12)67 (9d12+9)104 (11d12+33)136 (13d12+52)157 (15d12+60)195 (17d12+85)218 (19d12+95)262 (21d12+126)287 (23d12+138)337 (25d12+175)364 (27d12+189)420 (29d12+232) Fort +5710121315161819212224, Ref +7789912131314151516, Will +689111214151718222325 5/magic; 5/magic; 10/magic; 10/magic; 15/magic; 15/magic; 20/magic; 20/magic; Defensive Abilities dream fortress; Defensive Abilities dream fortress; Defensive Abilities dream fortress; Defensive Abilities dream fortress; Defensive Abilities dream fortress; Defensive Abilities dream fortress; Defensive Abilities dream fortress; Defensive Abilities dream fortress; Defensive Abilities dream fortress; paralysis, sleep; 21; 22; 24; 25; 26; 28; 29; 30; 31; 33 A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below. The entry indicates the amount of damage ignored and the type of weapon that negates the ability. Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon. When a damage reduction entry has a — after the slash, no weapon negates the damage reduction. A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction. A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. A dragon with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A dragon that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw. OFFENSE Speed 40 ft., 150 ft. (average)150 ft. (average)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy) A dragon with a Fly speed can cease or resume flight as a free action on their turn. Without making a check, a flying dragon can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of their turn a flying dragon can move in a different direction than it did previously without needing a Fly check. A dragon with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Dragons without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the dragon’s statblock. Melee bite +8 (1d6+1), 2 claws +8 (1d4)bite +11 (1d8+3), 2 claws +11 (1d6+2), 2 wings +6 (1d4+1)bite +15 (2d6+6), 2 claws +14 (1d8+4), 2 wings +12 (1d6+2), tail slap +12 (1d8+6)bite +18 (2d6+7), 2 claws +17 (1d8+5), 2 wings +15 (1d6+2), tail slap +15 (1d8+7)bite +20 (2d8+9), 2 claws +20 (2d6+6), 2 wings +18 (1d8+3), tail slap +18 (2d6+9)bite +23 (2d8+10), 2 claws +22 (2d6+7), 2 wings +20 (1d8+3), tail slap +20 (2d6+10)bite +26 (2d8+12), 2 claws +25 (2d6+8), 2 wings +23 (1d8+4), tail slap +23 (2d6+12)bite +28 (4d6+13), 2 claws +27 (2d8+9), 2 wings +25 (2d6+4), tail slap +25 (2d8+13)bite +31 (4d6+15), 2 claws +30 (2d8+10), 2 wings +28 (2d6+5), tail slap +28 (2d8+15)bite +33 (4d6+16), 2 claws +32 (2d8+11), 2 wings +30 (2d6+5), tail slap +30 (2d8+16)bite +36 (4d6+18), 2 claws +35 (2d8+12), 2 wings +33 (2d6+6), tail slap +33 (2d8+18)bite +37 (4d8+19), 2 claws +36 (4d6+13), 2 wings +34 (2d8+6), tail slap +34 (4d6+19) Space 5510101515152020202030 ft.; Reach 5 ft.5 ft.5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)15 ft. (20 ft. with bite)15 ft. (20 ft. with bite)15 ft. (20 ft. with bite)15 ft. (20 ft. with bite)20 ft. (30 ft. with bite) Special Attacks(20-ft. cone, 2d6 electricity, Reflex DC 13 half), sleeping breath 1/day(30-ft. cone, 4d6 electricity, Reflex DC 15 half), sleeping breath 1/day(40-ft. cone, 6d6 electricity, Reflex DC 18 half), sleeping breath 1/day(40-ft. cone, 8d6 electricity, Reflex DC 20 half), sleeping breath 1/day(40-ft. cone, 10d6 electricity, Reflex DC 21 half), sleeping breath 1/day(40-ft. cone, 12d6 electricity, Reflex DC 23 half), (Small creatures, DC 23, 2d8+10), sleeping breath 1/day(40-ft. cone, 14d6 electricity, Reflex DC 24 half), (Small creatures, DC 24, 2d8+12), sleeping breath 1/day(60-ft. cone, 16d6 electricity, Reflex DC 26 half), (Medium creatures, DC 26, 4d6+13), (30-ft., 2d6+13, DC 26), sleeping breath 1/day(60-ft. cone, 18d6 electricity, Reflex DC 27 half), (Medium creatures, DC 27, 4d6+15), (30-ft., 2d6+15, DC 27), sleeping breath 1/day(60-ft. cone, 20d6 electricity, Reflex DC 29 half), (Medium creatures, DC 29, 4d6+16), (30-ft., 2d6+16, DC 29), sleeping breath 3/day(60-ft. cone, 22d6 electricity, Reflex DC 30 half), (Medium creatures, DC 30, 4d6+18), (30-ft., 2d6+18, DC 30), sleeping breath 3/day(70-ft. cone, 24d6 electricity, Reflex DC 32 half), (Large creatures, DC 32, 4d8+19), (40-ft., 2d8+19, DC 32), sleeping breath 3/day Breath Weapon (Su) Dragons have the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing dragon’s racial HD + Con modifier; the exact DC is given in the dragon’s descriptive text). A dragon is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon). (CL 1st; concentration +5) 5 PE—lullaby (0 PE, DC 14), mirror strike (1 PE) (CL 3rd; concentration +7) 7 PE—lullaby (0 PE, DC 15), mirror strike (1 PE) (CL 5th; concentration +9) 9 PE—euphoric cloud (2 PE, DC 17), invisibility (2 PE), lullaby (0 PE, DC 16), mirror strike (1 PE), thought shield II (3 PE) (CL 17th; concentration +23) 11 PE—euphoric cloud (2 PE, DC 18), invisibility (2 PE), lullaby (0 PE, DC 16), mirror strike (1 PE), thought shield II (3 PE) (CL 19th; concentration +25) 13 PE—dream (4 PE), euphoric cloud (2 PE, DC 19), invisibility (2 PE), lullaby (0 PE, DC 17), mirror strike (1 PE), thought shield II (3 PE) (CL 21st; concentration +28) 15 PE—dream (4 PE), euphoric cloud (2 PE, DC 20), invisibility (2 PE), lullaby (0 PE, DC 18), mirror strike (1 PE), thought shield II (3 PE) (CL 23rd; concentration +30) 17 PE—dream (4 PE), dream travel (5 PE), euphoric cloud (2 PE, DC 21), invisibility (2 PE), lullaby (0 PE, DC 19), mirror strike (1 PE), thought shield II (3 PE) (CL 25th; concentration +33) 19 PE—dream (4 PE), dream travel (5 PE), euphoric cloud (2 PE, DC 21), invisibility (2 PE), lullaby (0 PE, DC 19), mirror strike (1 PE), thought shield II (3 PE) (CL 27th; concentration +35) 21 PE—dream (4 PE), dream travel (5 PE), euphoric cloud (2 PE, DC 22), invisibility (2 PE), lullaby (0 PE, DC 20), maze (8 PE), mirror strike (1 PE), thought shield II (3 PE) (CL 29th; concentration +38) 23 PE—dream (4 PE), dream travel (5 PE), euphoric cloud (2 PE, DC 23), invisibility (2 PE), lullaby (0 PE, DC 21), maze (8 PE), mirror strike (1 PE), thought shield II (3 PE) A creature with Psychic Magic can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks. Psychic Spells Known (CL 1st; concentration +5) 1st (4/day)—shield, sleep (DC 15) 0 (at will)—daze (DC 14), ghost sound (DC 14), light, message Psychic Spells Known (CL 3rd; concentration +7) 1st (6/day)—shield, sleep (DC 16), true strike 0 (at will)—daze (DC 15), detect magic, ghost sound (DC 15), light, message Psychic Spells Known (CL 5th; concentration +9) 2nd (5/day)—aversion (DC 17), mind thrust II 1st (7/day)—blurred movement, color spray (DC 16), shield, sleep (DC 16), true strike 0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, message Psychic Spells Known (CL 7th; concentration +12) 3rd (5/day)—clairaudience/clairvoyance, deep slumber (DC 18) 2nd (7/day)—aversion (DC 17), calm emotions (DC 17), mind thrust II 1st (8/day)—blurred movement, color spray (DC 16), shield, sleep (DC 16), true strike 0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, message, resistance Psychic Spells Known (CL 9th; concentration +14) 4th (5/day)—dimension door, freedom of movement 3rd (7/day)—clairaudience/clairvoyance, deep slumber (DC 19), displacement 2nd (7/day)—aversion (DC 18), calm emotions (DC 18), mind thrust II, see invisibility 1st (8/day)—blurred movement, color spray (DC 17), shield, sleep (DC 17), true strike 0 (at will)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, message, resistance Psychic Spells Known (CL 11th; concentration +17) 5th (5/day)—dismissal (DC 21), wall of force 4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement 3rd (7/day)—clairaudience/clairvoyance, deep slumber (DC 20), displacement, purge spirit 2nd (7/day)—aversion (DC 19), calm emotions (DC 19), mind thrust II, see invisibility 1st (8/day)—blurred movement, color spray (DC 18), shield, sleep (DC 18), true strike 0 (at will)—dancing lights, daze (DC 17), detect magic, ghost sound (DC 17), mage hand, message, resistance Psychic Spells Known (CL 13th; concentration +20) 6th (5/day)—cloak of dreams (DC 22), mental barrier V 5th (7/day)—dismissal (DC 22), major creation, wall of force, waves of fatigue 4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement 3rd (8/day)—clairaudience/clairvoyance, deep slumber (DC 21), displacement, purge spirit 2nd (8/day)—aversion (DC 20), augury, blindness/deafness (DC 20), calm emotions (DC 20), mind thrust II 1st (8/day)—blurred movement, color spray (DC 19), shield, sleep (DC 19), true strike 0 (at will)—arcane mark, dancing lights, detect magic, daze (DC 18), ghost sound (DC 18), mage hand, message, resistance Psychic Spells Known (CL 15th; concentration +22) 7th (5/day)—limited wish, waves of exhaustion 6th (7/day)—cloak of dreams (DC 23), dream council, mental barrier V 5th (7/day)—dismissal (DC 22), major creation, wall of force, waves of fatigue 4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement 3rd (8/day)—clairaudience/clairvoyance, deep slumber (DC 20), displacement, purge spirit 2nd (8/day)—aversion, augury, blindness/deafness (DC 19), calm emotions (DC 19), mind thrust II 1st (8/day)—blurred movement, color spray (DC 18), shield, sleep (DC 18), true strike 0 (at will)—arcane mark, dancing lights, detect magic, daze (DC 17), ghost sound (DC 17), mage hand, mending, message, resistance Psychic Spells Known (CL 17th; concentration +24) 8th (4/day)—maze, scintillating pattern 7th (7/day)—limited wish, power word blind, waves of exhaustion 6th (7/day)—cloak of dreams (DC 24), dream council, mental barrier V 5th (7/day)—dismissal (DC 23), major creation, wall of force, waves of fatigue 4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement 3rd (8/day)—clairaudience/clairvoyance, deep slumber (DC 21), displacement, purge spirit 2nd (8/day)—aversion, augury, blindness/deafness (DC 20), calm emotions (DC 20), mind thrust II 1st (8/day)—blurred movement, color spray (DC 19), shield, sleep (DC 19), true strike 0 (at will)—arcane mark, dancing lights, detect magic, daze (DC 18), ghost sound (DC 18), mage hand, mending, message, resistance Psychic Spells Known (CL 19th; concentration +27) 9th (4/day)—dominate monster, wish 8th (7/day)—maze, scintillating pattern, screen 7th (7/day)—limited wish, power word blind, waves of exhaustion 6th (7/day)—cloak of dreams (DC 25), dream council, mental barrier V 5th (7/day)—dismissal (DC 24), major creation, wall of force, waves of fatigue 4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement 3rd (8/day)—clairaudience/clairvoyance, deep slumber (DC 22), displacement, purge spirit 2nd (8/day)—aversion, augury, blindness/deafness (DC 21), calm emotions (DC 21), mind thrust II 1st (8/day)—blurred movement, color spray (DC 20), shield, sleep (DC 20), true strike 0 (at will)—arcane mark, dancing lights, detect magic, daze (DC 19), ghost sound (DC 19), mage hand, mending, message, resistance STATISTICS Str 111319212325272931333537, Dex 1513131311111199977, Con 121416181820202222242426, Int 141616181820202222242426, Wis 131515171719192121232325, Cha 161818202022222424262628 Base Atk +7911131517192123252729; +61016192326293437404350; CMD 18 (22 vs. trip)21 (25 vs. trip)27 (31 vs. trip)30 (34 vs. trip)33 (37 vs. trip)36 (40 vs. trip)39 (43 vs. trip)43 (47 vs. trip)46 (50 vs. trip)49 (53 vs. trip)51 (55 vs. trip)58 (62 vs. trip) When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. FeatsImproved Initiative, Power Attack, Skill Focus (Perception), Weapon Focus (bite)Flyby Attack, Improved Initiative, Power Attack, Skill Focus (Perception), Weapon Focus (bite)Flyby Attack, Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (bite)Flyby Attack, Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (bite)Alertness, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (bite)Alertness, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (bite)Alertness, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (bite)Alertness, Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (bite)Alertness, Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception), Snatch, Weapon Focus (bite)Alertness, Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception), Snatch, Vital Strike, Weapon Focus (bite), WingoverAlertness, Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception), Snatch, Vital Strike, Weapon Focus (bite), WingoverAlertness, Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception), Snatch, Vital Strike, Weapon Focus (bite), Wingover SkillsBluff +13, Diplomacy +13, Fly +14, Intimidate +13, Knowledge (arcana) +12, Knowledge (planes) +12, Perception +12, Sense Motive +11, Stealth +16Bluff +16, Diplomacy +16, Fly +13, Intimidate +16, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +15, Sense Motive +14, Stealth +13Bluff +18, Diplomacy +18, Fly +9, Intimidate +18, Knowledge (arcana) +17, Knowledge (planes) +17, Perception +22, Sense Motive +16, Stealth +11Bluff +21, Diplomacy +21, Fly +11, Intimidate +21, Knowledge (arcana) +20, Knowledge (planes) +20, Perception +25, Sense Motive +19, Stealth +13Bluff +23, Diplomacy +23, Fly +10, Intimidate +23, Knowledge (arcana) +22, Knowledge (planes) +22, Perception +28, Sense Motive +22, Stealth +10Bluff +26, Diplomacy +26, Fly +12, Intimidate +26, Knowledge (arcana, dungeoneering, planes) +25, Perception +34, Sense Motive +28, Stealth +12, Survival +24Bluff +28, Diplomacy +28, Fly +14, Intimidate +28, Knowledge (arcana, dungeoneering, planes) +27, Perception +37, Sense Motive +30, Stealth +14, Survival +26Bluff +31, Diplomacy +31, Fly +9, Intimidate +31, Knowledge (arcana, dungeoneering, planes) +30, Perception +40, Sense Motive +33, Stealth +11, Survival +29Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge (arcana, dungeoneering, planes) +32, Perception +42, Sense Motive +35, Stealth +13, Survival +31Bluff +36, Diplomacy +36, Fly +13, Intimidate +36, Knowledge (arcana, dungeoneering, history, planes, religion) +35, Perception +44, Sense Motive +38, Stealth +15, Survival +34Bluff +38, Diplomacy +38, Fly +14, Intimidate +38, Knowledge (arcana, dungeoneering, history, planes, religion) +37, Perception +46, Sense Motive +40, Stealth +16, Survival +36Bluff +41, Diplomacy +41, Fly +12, Intimidate +41, Knowledge (arcana, dungeoneering, history, planes, religion) +40, Perception +49, Sense Motive +43, Stealth +13, Survival +39 LanguagesAklo, Common, DraconicAklo, Common, DraconicAklo, Common, DraconicAklo, Common, Draconic, CelestialAklo, Common, Draconic, CelestialAklo, Celestial, Common, Draconic, InfernalAklo, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, Infernal SQ SQ SQ , join dreamscape SQ , join dreamscape SQ , join dreamscape SQ , join dreamscape SQ , join dreamscape, exodus of dreams Change Shape (Su) An adult or older dream dragon can assume any humanoid form three times per day as if using polymorph. ECOLOGY Environment any (Dimension of Dreams) Organization solitary Treasure triple SPECIAL ABILITIES Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells. Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells. Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells. Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells. Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells. Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells. Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells. Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells. Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day. SPECIAL ABILITIES Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells. Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures. Exodus of Dreams (Sp) A great wyrm dream dragon can use dream voyage at will. Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body. Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
Great Old One, Bokrug
This great reptilian monster is an aquatic lizard with a beard of tentacles and a sting-tipped tail.
Bokrug, the Water Lizard, dwells in a distant and forsaken corner of the Dimension of Dreams, in a land that was once heavily populated but is now a desolate and barren realm surrounding a nameless lake—a realm once ruled by mighty human empires, but now ruled only by the hideous amphibian minions of the Water Lizard. Bokrug himself is a vast creature, a vaguely iguana-shaped monster with a beard of writhing tendrils and a long tail tipped with a stinger. The scales that cover his body hide long spines that Bokrug can extend or retract with near lightning speed. Bokrug spends the majority of his time slumbering far down in the depths of his submerged lair. No rivers feed the lake, nor does it drain into the sea. Yet the still, ominous waters are neither stale nor brackish, implying that they connect somewhere deep underground, and. By way of these dark, secret waterways, Bokgrug has access to the lakes and rivers of the Dimension of Dreams, and his ability to plane shift allows him access to other realms as he wills.
BOKRUG’S CULT Bokrug is worshiped more out of fear than adoration, and when traveling dreamers come across his cult in their nightmares, they can unknowingly spread this fearful faith into the waking world. Bokrug’s temples are often found on the shores of remote lakes or hidden away in large swamplands. Though humans worship him, so do boggards, lizardfolk, marsh giants, and other swamp dwelling races—particularly those who have suffered at the hands of aggressors, such as invading armies, rival tribes, or adventuring parties. Though Bokrug is chaotic neutral, almost all of his worshipers are chaotic neutral or chaotic evil. Only a rare few chaotic good worshipers of Bokrug exist— most of these being delusional heretics or apologists who seek to keep Bokrug calm, ensuring he continues to slumber. These heretics and outliers of the faith are remorselessly hunted down by his more zealous and traditional worshipers. Bokrug’s cult is associated with revenge, storms, and water, and its sacred symbol is a green lizard with a long, coiling tail—an image of Bokrug himself. His greatest shrines feature unusually realistic statues of his form, statues the cult maintains Bokrug can see out of and even animate from his distant lair to take sacrifices. Bokrug’s clerics have access to the domains of Chaos, Destruction, Water, and Weather, and to the subdomains of Catastrophe, Oceans, Rage, and Storms. The Water Lizard’s favored weapon is the ranseur; his followers often forge their ranseurs’ blades to resemble the Great Old One’s stingered tail.
CR 27 XP 3,276,800
CN Large (aquatic, , , Great Old One)
The Chaotic subtype is usually applied to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned. The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow). Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following traits (unless otherwise noted in a creature’s entry). • Proficient with its natural weapons only. • Proficient with no armor. • Magical beasts breathe, eat, and sleep. Init +22; Senses 120 ft., 60 ft., ; Perception +43
Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of only during its turn. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Aura toxic breath (30 ft., DC 41), unspeakable presence (300 ft., DC 33)
DEFENSE
AC 45, touch 27, flat-footed 37 (+8 Dex, +10 insight, +18 natural, –1 size)
hp 645 (30d10+480); 20
Fast Healing (Ex) This creature regains hit points swiftly, usually 1 or more per round, as given in the creature’s entry. Except as noted below, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, suffocation, or thirst, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. Fort +33, Ref +25, Will +22
Defensive Abilities immortality, insanity (DC 41), spines;15/epic and lawful; ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; acid 30, fire 30; 38
A creature with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below. The entry indicates the amount of damage ignored and the type of weapon that negates the ability. Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. Some monsters are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature. When a damage reduction entry has a — after the slash, no weapon negates the damage reduction. A few creatures are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction. A few other creatures require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. A creature with resistance to energy ignores some damage of a certain type per attack, but it does not have total immunity. Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn’t matter whether the damage has a mundane or magical source. When resistance completely negates the damage from an energy attack, the attack does not disrupt spellcasting. This resistance does not stack with the resistance that a spell might provide. A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. OFFENSE
Speed 50 ft., 120 ft., air walk
A creature with a Swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.bite +44 (4d8+22/19–20), 2 claws +44 (2d8+22/19–20), sting +44 (3d6+22/19–20 plus poison), tentacle beard +39 (4d6+22 plus grab) Melee Space 10 ft.; Reach 10 ft.
Special Attacks (4d6+22), critical poisoning, (10/day, +1d12), poison, powerful blows (bite, claws, sting, tentacle beard), vengeful dreams
Constrict (Ex) This creature deals bludgeoning damage by crushing its opponent whenever it makes a successful check (including the initial check to establish the grapple). It still receives any other benefits of a successful check, including dealing additional damage. The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack. This is an extraordinary ability. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Mythic Power (Su) The Mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, it can expend a number of uses of Mythic Power equal to its Mythic Rank. This amount is its maximum amount of Mythic Power. If an ability allows it to regain Mythic Power, it can never gain more than this amount. The monster automatically has the Surge ability, and can use this Mythic Power to activate it. It may have other abilities that rely on Mythic Power. Surge (Su) This creature can call upon its Mythic Power to overcome difficult challenges. It can expend one use of Mythic Power to increase any d20 roll it just made by rolling a die and adding it to the result. Using this ability is an immediate action taken after the original roll is made and the results are revealed. The bonus die depends on the creature’s Mythic Rank. The monster can use this ability even if it’s mindless or of animal-level intelligence. (CL 27th; concentration +35)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Constant—air walk At will—cloudkillM (DC 23), dimension doorM, dreamM, greater dispel magic, hallucinatory terrain, nightmareM (DC 23), plane shiftM, transmute rock to mud, wind walk 3/day—demand, quickened feeblemind (DC 23), horrid wilting (DC 26)
1/day—control weatherM, symbol of insanity (DC 26), tsunamiM (DC 26)
STATISTICS
Str 40, Dex 27, Con 42, Int 22, Wis 30, Cha 27
Base Atk +30; +46 (+50 bull rush, grapple, or overrun); CMD 74 (76 vs. bull rush or overrun, 78 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats Bleeding Critical, Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Critical (sting), Improved Initiative, Improved Iron Will, Improved Overrun, Iron Will, Power Attack, Quicken Spell Like Ability (feeblemind)
Skills Knowledge (arcana, history, nature, religion) +36, Perception +43, Spellcraft +36, Stealth +37, Swim +56
Languages Aklo, Aquan, Draconic; 100 ft.
Telepathy (Su) This creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. SQ , otherworldly insight
Creatures with the Amphibious special quality have the aquatic subtype, but they can survive indefinitely on land. ECOLOGY
Environment any water
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Critical Poisoning (Su) If Bokrug confirms a critical hit with his sting, he injects his foe with 3 doses of poison (this increases the save DC by 4). A foe that is normally immune to poison can be affected by Bokrug’s poison in this way, but treats the poisoning as if it had been injected with only 1 dose.
Immortality (Ex) If Bokrug is killed, his body immediately begins to thrash and writhe spasmodically, continuing to do so for 1d4 rounds. During this time, he makes a single sting attack against one random target in reach. At the end of this time, his body grows still, then melts into water and evaporates away. Bokrug reforms in dormancy back in his realm in the Dimension of Dreams soon thereafter, remaining in a comatose state for hundreds of years unless he is awoken earlier via complex rituals. Any effect that destroys Bokrug’s body (such as disintegrate) merely reduces his remains to water that then evaporates away as described above, but such measures do prevent his body from thrashing and stinging prior to this supernatural evaporation.
Poison (Ex) Sting—injury; save Fort DC 41; frequency 1/round for 6 rounds; effect 2d4 Wisdom damage; cure 3 consecutive saves. A creature whose Wisdom damage equals its Wisdom score automatically becomes afflicted by a random insanity . The save DC is Constitution-based.
Spines (Ex) Any creature that makes a melee attack against Bokrug must succeed at a DC 33 Reflex save or be struck by the numerous swiftly reacting spines that cover the Great Old One, taking 2d6+15 points of damage. Using a reach weapon does not endanger the attacker in this way. The save DC is Dexterity-based.
Toxic Breath (Su) Bokrug’s breath is toxic. Whenever the Great Old One is above water, he is surrounded by a 30-foot-radius cloud of invisible poison gas that causes temporary madness and hallucinations. Any creature that begins its turn in this area must succeed at a DC 41 Will save or be confused for 1 round. A creature that holds its breath or doesn’t have to breathe gains a +4 bonus on this saving throw. This is a mind-affecting poison effect. The save DC is Constitution-based.
Unspeakable Presence (Su) Failing a DC 33 Will save against Bokrug’s unspeakable presence causes the victim to become overwhelmed with hopelessness and doom—it takes a –4 penalty on all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls as long as it remains within the area of affect. The save DC is Charisma-based.
Vengeful Dreams (Su) Any creature that has ever damaged Bokrug or has slain one of his clerics can be targeted by the Great Old One’s vengeful dreams regardless of the distance between the creature and Bokrug, even across planar boundaries. In order to use vengeful dreams against a target, Bokrug must successfully affect the target with his nightmare spell-like ability; the target is always treated as familiar to Bokrug, and as if Bokrug possessed a body part of the victim, resulting in a –15 penalty on the saving throw against the nightmare. If the victim fails its save against the nightmare, the horrific dream unfolds as a vision of Bokrug consuming the victim alive. The victim then remains alive, conscious, and aware as the Great Old One digests it, and as Bokrug destroys all that remains of the victim’s lifelong friends, home, belongings, and family. When the victim awakens from the nightmare, it must succeed at a DC 33 Will save or take 3d6 points of Wisdom drain from the vengeful dreams. If this drains the target’s Wisdom to 0, it automatically gains a random insanity. Once Bokrug uses this ability against a creature, he can’t do so again until that creature again damages him or slays one of his clerics. This is a mind-affecting effect. The save DC is Charisma-based.