Dreamwalker Dust Aura moderate enchantment; CL 10th Slot none; Price 250+ gp (varies); Weight — If administered in the proper dosage (a DC 25 Knowledge [nature] check determines the proper dosage for a creature based on size and weight) the concentrated pollen of the mentis quie bloom creates a magical narcotic drug known as dreamwalker dust. If consumed (the powdery blue substance is normally snorted through the nostrils), dreamwalker dust puts its user into a lucid dream state where they are actively aware of both the real world as well as the dream world, Alucinar [look for more details on the realm of dreams in September —JAM]. A lucidly dreaming PC can shift between the real world and Alucinar at will, but the actual transition from one world to the next requires 1d4 rounds. The effects of dreamwalker dust persist for 1d4+6 hours after consumption of the substance.
CONSTRUCTION Requirements Craft Wondrous Item; knowledge of proper dosage for user, sleep (CL 10); Cost 250 gp + 1 gp / 10 lbs. of user’s natural body weight.
Mentis Quie Bloom DC 6; XP 2,400 The mentis quie bloom is a vivid indigo magical flower that grows in the Dreaming Fields located in the Vast Swamp in Aventyr. Its pollen acts as a mild narcotic causing humanoids and animals to drift off into sleep. Mentis quie tends to bloom in vast fields than span for miles and though beautiful to observe, they can be dangerous to traverse due to the concentration of the flower’s pollen. A field of mentis quie functions as a hazard, and requires any creature passing through it to succeed a DC 12 Fortitude saving throw each round or else suffer the effects of sleep (CL 6th; no save).
SPECIAL ABILITIES Dream Gouger (Ex) Creatures that take damage from a somnambularskurgxon swarm make a DC 15 Will save or fall asleep for 1d4 rounds, enduring vivid nightmares that gouge their soul and bestow 1d2 negative levels. A DC 19 Fortitude save negatesthe negative levels but staggers the creature for 1d4 turns. After successfully saving against this effect, a creature can only be staggered by it for 1 round durations for the next 24 hours. Virulent Touch (Ex) When a somnambularskurgxon swarm deals damage with one of its natural weapons, a creature or object hit by it takes an additional 1d6 negative energy damage 1d4 rounds later (DC 15 Fortitude save negates).
Biomechanical Flaws.A somnambularskurgxon swarm takes +50% damage from attacks and spells that deal lightning damage. A somnambularskurgxon swarm becomes stunned for 1 round when critically hit (despite their immunity). Swarm.
ACTIONS Virulent Touch. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) slashing damage, or 3 (1d6) slashing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw or take 4 (1d8) necrotic damage. The swarm heals a number of hit points equal to half the necrotic damage it deals. This damage cannot be healed until a long rest or when on the plane of Alucinar.
Each night as the PCs camp, sleep brings visions and strange dreams that cause their minds to race with bizarre images of biomechanical swarms. Creatures that fail a DC 19 Will save wake up with the fatigued condition and do not recover hit points or spells from resting. These conditions last until the party encounters a sleep envy trap near the Dreaming Fields—anyone that succumbs to a contraption-inspired slumber is targeted by a single skurgxon swarm that takes them on a dreaming journey. [More on that in tomorrow’s Statblock Sunday! —RT]
The creatures begin their attack within the dreams of their opponents, keeping conscious party members unaware of the assault until after the first full round of combat. Once a somnambular skurgxon swarm drains a negative level from one of the adventurers, a glowing portal appears nearby and spews forth countless more of the strange little monsters (there should be at least one swarm for each member of the party). Anyone that is still asleep is dragged towards the portal while the remaining PCs are targeted each by at least one swarm that attempts to drag them into the portal after bestowing a negative level.
Once through the portal, the party find themselves on the boundary of Alucinar and their negative levels are automatically restored. [More on Alucinar, the Plane of Dreams, next month! —RT]
The portal remains open for several hours after the swarms have been dispatched; any PC that took level drain and did not cross over into Alucinar senses that a part of their life force is on the other side of the dimensional breach. Due to their temporary dual-existence on two planes, a creature so affected can see and hear ghost images of Alucinar, causing them to be distracted (taking a -4 penalty on all concentration checks, skill checks, and attack rolls; they must also make an additional concentration check to cast any spell).
Once all the PC’s have entered Alucinar, the portal closes.
Receiving the benefits of a long rest requires a DC 14 Wisdom save.
Creatures experiencing dual-existence have disadvantage on all ability checks.
A curious anomaly of the lands around and near the Mangrove Maze combine with the influence of its fiendish overlord to create a wondrous—and extremely dangerous—rolling set of hills and plains known as the Dreaming Fields. The preponderance of rooted swamp plants surrounding the area create a semi-permeable subterranean boundary, turning the entire locale into a massive island of sod that floats atop a huge pool of muck and mud that makes for soil abundant with nutrients when flora can take hold in the dirt. Unwary travelers have been known to get sucked down into the mud beneath (sometimes while asleep) and though it is a truly lethal place avoided by much of the local wildlife, certain rare plants ensure that the Dreaming Fields are never completely bereft of sentient life.
The Rolling The contiguous sod that comprises the Dreaming Fields is between 5 ft. and 8 ft. thick (or 1d4+4 ft.) depending where one stands, constantly spongy and moist wherever it is stepped upon. Movements of creatures in the muck below (some of which can erupt directly from beneath) and massive pockets of swamp gas cause the are to roil and ripple, making it constantly undulate ever so slightly. A DC 16 Perception check notices the wave-motions of the firma, giving any creature that notices the anomaly is inspired with lethargy, taking a -4 penalty on saving throws made to resist sleep effects.
The Plunging Not the firmest of earthwork to tread atop of, the Dreaming Fields often swallow up creatures that spend too long standing in the same spot. Any creature carrying a medium load or heavy load sinks 2 feet into the sod after remaining stationary for 1 minute, falling another 2 ft. after another minute if not pulled out (requiring a DC 20 Strength check but potentially causing another creature to plunge) or when they fail a DC 20 Reflex save to extricate themselves. Creatures that make a jump check of a distance greater than 5 feet automatically sink 2 ft. into the sod of the Dreaming Fields (and may sink farther if not extricated).
Mentis Quie (“living spores”) This narcotic flower is used by the nearby clergy of the Current and is highly sought after by alchemists across the land, but it only grows in this dangerous territory of the Vast Swamp. [It also plays a central role to a recent plot by the P.R.A.N.K.S.T.ER.S.; tune in for Magic Item Monday to find out more! —MM]
Dreaming Terror HauntCR 8 XP 4,800 Persistent NE haunt (40 ft. by 40 ft. grove) Caster Level 9th Notice Perception DC 20 (to smell the scent of burning human flesh) hp 36; Trigger proximity; Reset 1 day
Effect The dreaming terror haunt exists in the Dreaming Fields area of the Mangrove Maze where the living spores of mentis quie are most prominent. Creatures entering the dreaming terror haunt’s area must make a DC 20 Will save or fall into a magically induced slumber for 1d4 minutes. While in this slumber, affected creatures witness a distorted version of reality similar to that of the Plane of Shadow. Additionally, sleeping creatures must make another DC 20 Will save or be plagued by unsettling spectral visions of demonic versions of their family and friends attacking them, becoming fatigued and taking 1d10 points of damage upon waking from the nightmarish slumber. Arcane spellcasters are unable to regain spell slots or prepare spells for 24 hours after succumbing to the dreaming terror haunt.
Destruction The dreaming terror haunt can only be destroyed by making a DC 20 Survival check to locate the remains of an acolyte that was burned alive by the Mud King for standing against him and casting bless on the burial area to free the tormented spirit.
Background Darius was a young acolyte in service to the great cabal of mages that unsuccessfully tried to murder the Mud King. While those mages suffered their own ill fate at the hands of the demon (being transformed into minotoyles) Darius was the recipient of a much more psychologically horrifying fate that continues to torment his spirit to the this day; to punish him To punish the Mud King’s minions built a pyre of living mentis quie spores upon which to burn Darius alive. The fiendish lord cast an illusion upon the mage’s mind to make him believe that the Mud King’s servants were his own family and friends, and then beat Darius and tied him to a stake atop the pyre before setting it ablaze. As the smoky vapors generated by the burning spores of the mentis quie swirled and danced around Darius’ body within the flames, his mind perceived the onlooker to be his family and friends laughing at the spectacle of his demise. Whether it was the abyssal magic of the Mud King, the burning of the exotic local flora, or the combination of the two is not clear, but the mage’s spirit has been trapped on a plane of dreams lost for all time (a land known as Alucinar) until someone else sees fit to perform the rites necessary to allow him the eternal peace he now deserves.
Type magic; Perception DC 31; Disable Device DC 31 EFFECTS Trigger proximity; Reset none Effect spell effect (symbol of sleep, CL 9th; all creatures of 10 HD or less fall asleep for 3d6x10 minutes, Will DC 19 negates); spell effect (envious urge, CL 9th; targets unaffected by sleep steal a valuable item from sleeping allies, Will DC 19 negates); multiple targets (all creatures in a 60-ft.-radius)
All of the Vast Swamp has a tendency to foster ill will and malicious intent, but one of the dangers that makes the Dreaming Fields stand out from other parts of the region are sleep envy traps: hazards sewn by the Mud King to literally turn allies upon one another. Adventurers often enter the center of the Mangrove Maze only to come back telling of treachery, backstabbing, and murder from within their own ranks (though this isn’t always due to a sleep envy trap, the contraptions are often blamed either way). These tales are used as warnings to keep people away from the Dreaming Fields, spread liberally by the P.R.A.N.K.S.T.E.R.S. (who took the time to restore and build sleep envy traps before leaving the territory).
DESCRIPTION This +1 keen thundering whip is made from the tentacle of a giant sea creature, still covered in several suckers. On a critical hit, the suckers on the whim of the current undulate and pucker against the target briefly, dealing 1 point of temporary Wisdom damage. When used underwater (where its wielder suffers no environmental penalties to attack or damage), the whim of the current grants a +1 luck bonus to both its wielder’s attack and damage rolls.
CONSTRUCTION Requirements Craft Wondrous Item, blindness/deafness, keen edge, creator must be a worshiper of the Current; Cost 13,250 gp
Rising from the murk is a foul creature with whipping tentacles sprouting from its head and body. CLERGY OF THE CURRENT CR 10 XP 9,600 Elder thing (Pathfinder RPG Bestiary 4) cleric 6 CN Medium aberration (aquatic) Init +2; Senses all-around vision, darkvision 60 ft.; Perception +16
DEFENSE AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 116 (13d8+58) Fort +16, Ref +9, Will +16; +2 insight bonus vs. mind-affecting Immune cold; Resist fire 10, guarded mind
OFFENSE Speed 30 ft., fly 20 ft. (clumsy), swim 40 ft. Melee 5 tentacles +11 (1d4+2 plus grab) Special Attacks channel positive energy 6/day (DC 16, 3d6), constrict (1d4+2) Domain Spell-Like Abilities (CL 6th; concentration +9) 6/day—icicle (1d6+3 cold) Cleric Spells Prepared (CL 6th; concentration +9) 3rd—create food and water, glyph of warding , hydrophobia (DC 16), water breathing[D] 2nd—aboleth’s lung(DC 15), admonishing ray, augury, enthrall (DC 15), fog cloud[D] 1st—bless, cause fear (DC 14), ceremony (DC 14), command (DC 14), obscuring mist[D] 0th—create water, detect magic, read magic, scrivener’s chant D Domain spell; Domains Void, Water [Deity: The Current]
STATISTICS Str 15, Dex 14, Con 19, Int 20, Wis 17, Cha 17 Base Atk +9; CMB +11 (+15 grapple); CMD 23 (can’t be tripped) Feats Combat Expertise, Combat Reflexes, Divine Protection, Elemental Channel, Endurance, Great Fortitude, Leadership Skills Diplomacy +11, Disable Device +8, Fly +7, Heal +14, Intimidate +10, Knowledge (arcana) +16, Knowledge (engineering) +10, Knowledge (planes) +10, Knowledge (religion) +15, Perception +16, Sense Motive +15, Spellcraft +16, Survival +13, Swim +20, Use Magic Device +10 Languages Aklo, Aquan, Common, Elder Thing, Sylvan, Terran SQ amphibious, hibernation, limited starflight, no breath
This elder thing cannot recall when or where it first encountered the immense, unfathomable mind of the Current. The touch of the powerful wave of thoughts from the Maddening God had a profound effect on the creature—now somewhat insane, it was commanded to travel to the Vast Swamp and re-consecrate a temple that had fallen into ruin. Located close to a large swath of rare plants whose pollen and spores caused a soporific effect on humanoids and animals, some creatures near the shrine found it possible to reach out to the presence of the Current while in dreams induced by the spores. With a leader among them the site quickly became considered holy to the Current and its worshippers, a place of pilgrimage for its insane followers. The elder thing’s alien interest in creating lasting works of architecture has resulted in it converting some of the local fey creatures to the Current, imparting various amphibious abilities that aid in their tasks of rebuilding and expanding the church submerged in the swamp close to the Dreaming Fields.
This wolverine’s eyes possess the unmistakable glint of intelligence and its mouth seems to twitch as if it were about to laugh. Amphibious Fey WolverineCR 3 XP 800 CN Medium fey (animal, aquatic) Init +3; Senses low-light vision, scent; Perception +10
DEFENSE AC 13, touch 13, flat-footed 10 (+3 Dex) hp 25 (3d8+12) Fort +6 (-2 vs. gasses, contact and inhaled poisons), Ref +6, Will +2; +4 vs. mind-affecting effects DR 5/cold iron; Resist cold 10, electricity 10 Weaknesses breathing skin
STATISTICS Str 13, Dex 17, Con 17, Int 4, Wis 12, Cha 12 Base Atk +2; CMB +3; CMD 16 (20 vs. trip) Feats Skill Focus (Perception), Toughness Skills Acrobatics +7 (+3 to jump), Climb +14, Perception +10, Stealth +9 Languages Aquan, Sylvan SQ amphibious, rage
Their savage nature and the ability to travel anywhere in the swamp make fey wolverines ideal guards and soldiers for the elder thing.
In place of the elder thing, use the “Mind Flayer Arcanist” variant with the addition of the amphibious quality, a 20 ft. fly speed, and a 40 ft. swim speed. For the amphibious fey wolverines, use the “Hook Horror” entry with the addition of the amphibious quality, 20 ft. burrow speed, and 30 ft. swim speed.