Some creatures find themselves in Alucinar due to unfinished business in the waking world. Most were obsessed with something in their waking life and whether dead or alive, they manifest themselves as dreamghosts while on the Plane of Dreams. This obsession becomes an “anchor effect” that must be resolved or the dreamghost is doomed to spend eternity on the Dreaming Island.
Dreamghost (CR +2)
Dreamghost is an acquired template that is only added to a creature that manifests itself in Alucinar.
CR: Same as base creature +2.
Alignment: Same as base creature.
Immunity: The base creature becomes immune to sleep effects.
Special Defenses: The base creature gains the incorporeal special quality and its attacks (both manufactured and natural) gain the ghost touch property. When destroyed, the base creature reappers within 1d4 hours unless the “anchor effect” that keeps them in Alucinar is resolved.
Special Attacks: A dreamghost gains two special attacks as detailed below. The save DCs for the attacks are equal to 10 + ½ of the dreamghost’s Hit Dice + the dreamghost’s Charisma or Wisdom modifier (whichever is higher).
Mass Sleep (Su) As a standard action the creature may cause a magical slumber (as the sleep spell) to come upon a number of creatures equal to the dreamghost’s Hit Dice (Will negates). This ability affects targets of any hit dice and is only limited by the number of targets the dreamghost can select.
Nightmare (Su) As a standard action, the dreamghost may cause a nightmare (as per spell) to a number of sleeping creatures equal to the dreamghost’s Hit Dice (Will negates).
Ability Scores: Int +4, Wis +4, Cha +4.
Skills: A dreamghost gains a +8 racial bonus to Knowledge (planes), Perception, and Stealth checks.
Any type of non-undead creature can become a dreamghost. When a creature becomes a dreamghost, it retains all statistics except as noted below.
Senses. The dreamghost gains darkvision 60 feet.
Resistances. The dreamghost gains resistance to acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities. The dreamghost gains immunity to cold and poison damage. The dreamghost gains immunity to the exhaustion, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
Challenge Rating. Increase by +2.
Incorporeal Movements. Dreamghosts can treat other creatures and objects as difficult terrain to move directly through them but takes 5 (1d10) force damage on any turn it that ends with it inside of an object.
New Ability: Alucinar Sight. The dreamghost can see 60 feet into Alucinar (the Plane of Dreams) when it is on the Material Plane, and vice versa.
[Submitted by Rory Toma!]