D&D 3e (3.0/3.5) Rules
Dreamwraiths are violent creations of the subconscious. They assault the minds of their victims through powerful illusory attacks. A dreamwraith can appear in a number of forms, usually humanoid, but almost always frightening and repulsive. They often assume the dead, decaying visage of a character's former friends and allies. In truth, although dreamwraiths were never living, the negative energy that they feed upon makes them very similar to the undead.
Dreamwraiths are shunned by illusory creatures of all alignments, but often ally with other dreamwraiths and evil dreamshadows. A dreamwraith ceases to exist when the dream in which it resides has ended.
Creating a Dreamwraith
"Dreamwraith" is a template that can be added to any creature or character. The creature (hereafter referred to as the "base creature") is usually a humanoid, or monstrous humanoid. The creature's type changes to "undead." The dreamwraith uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: Increase to d12.
AC: Natural armour improves by +2.
Attacks: The dreamwraith retains all of the attacks of the base creature, as well as a chilling touch.
Damage: Using the attacks of the base creature, a dreamwraith inflicts illusory damage only. Its chilling touch inflicts 1d10 points of damage.
Special Attacks: The dreamwraith retains the special attacks of the base creature; however, abilities that benefit good creatures are changed to benefit evil creatures, and abilities that benefit lawful creatures are similarly changed. In addition, all dreamwraiths possess the following attack.
Despair (Su): The dreamwraith's words can cause even the most valorous to fall victim to despair. If a dreamwraith has the opportunity to speak to a character (perhaps crying out in pain and terror, perhaps blaming the character for the suffering of the dreamwraith), the character must make a Will saving throw (DC 12 + ½ the dreamwraith's HD) or suffer a -4 morale penalty to all attacks, saves, attribute checks and skill checks, until one hour has passed. This is a mind-affecting, sonic effect. Note that time can pass very strangely if a character is in the midst of a mindspin spell.
Special Qualities: A dreamshadow has all of the special qualities of the base creature and type, although they are of an illusory nature, and gains the following:
Spell Resistance (Ex): SR 13
Saves: Same as the base creature.
Abilities: Same as the base creature, except that a dreamwraith has Charisma 15.
Skills: Dreamwraiths gain a +8 racial bonus to Hide, Listen, Move Silently, and Spot checks. Otherwise, same as the base creature.
Feats: As the base creature, plus Weapon Focus (Chilling touch)
Climate/Terrain: Same as the base creature.
Organisation: Solitary, or same as the base creature.
Challenge Rating: Same as the base creature +1
Alignment: Always chaotic evil
Advancement Range: —
This example uses a 6th-level elf paladin as the base creature.
Medium-size Humanoid (elf)
Hit Dice: 6d12 (43 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 19 (+2 Dex, +5 chain mail, +2 natural)
Attacks: Chilling touch +9; or longsword +9/+2
Damage: Chilling touch 1d10+3, longsword 1d8+3 (illusory)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rebuke undead, smite good, spells
Special Qualities: Aura of courage, despair, detect good, divine grace, divine health, elven qualities, lay on hands, remove disease 2/week, special mount, SR 13
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 14, Dex 14, Con —, Int 10, Wis 13, Cha 15
Skills: Hide +10, Knowledge (religion) +9, Listen +11, Move Silently +10, Ride +11, Spot +11
Feats: Mounted Combat, Lightning Reflexes, Weapon Focus (chilling touch), Weapon Focus (longsword)
Climate/Terrain: Any land or underground
Challenge Rating: 7
Alignment: Chaotic evil
Note: Any good-aligned abilities possessed by the base creature are changed to their evil equivalent.
The dreamwraith paladin takes special pleasure in destroying those things that an elven paladin would normally protect. It often attacks with skillful swordplay, but is capable of intelligently using its special abilities and chilling touch against dangerous opponents.
Despair (Su): The dreamwraith's words can cause even the most valorous to fall victim to despair. If a dreamwraith has the opportunity to speak to a character, the character must make a Will saving throw (DC 15) or suffer a -4 morale penalty to all attacks, saves, attribute checks and skill checks, until one hour has passed. This is a mind-affecting, sonic effect.
Spells: Divine favour, magic weapon.
Elven Qualities: Low-light vision; +2 racial bonus to Search, Spot, and Listen; passive Search checks for secret doors.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
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