Dream Drowner
Level 12Attacks
Abilities
30 feet.
The dream drowner's tentacles move with hypnotic grace. When a creature ends its turn in the dream drowner's aura, it must attempt a DC 32 will save, becoming Stupefied 1 on a failure (or increasing its stupefied value by 1, to a maximum of 4). The dream drowner can deactivate or activate this aura by using a single action, which has the concentrate trait.
A creature touched by a dream drowner's tentacles must succeed at a DC 29 will save or become Stunned 1 (Stunned 2 on a critical failure).
A creature affected by a dream drowner's Dominate spell becomes Confused for 1 minute after the dominate spell ends. The creature can attempt a DC 32 will save at the end of each of its turns to end the condition.
When a creature fails or critically fails a Will save against a dream drowner's occult innate spells, the creature takes 1d6 nonlethal mental damage per rank of the spell.
A dream drowner assaults the minds of distracted creatures. Each creature within a 20-foot emanation that has the Fascinated or stupefied condition takes 10d8 mental damage (DC 32 will save).
The dream drowner can't use this ability again for 1d4 rounds.
The dream drowner makes a tentacle Strike against each creature within its reach. These Strikes count toward the dream drowner's multiple attack penalty, but the multiple attack penalty doesn't increase until after the dream drowner makes all its attacks.
Dream drowners are anemone-like predators from Orv's flooded vaults. A dream drowner indefinitely parasitizes and mentally controls a host to serve as its mount as it seeks out the thoughts of thinking prey to consume. So far, any attempt to communicate with these creatures elicits aggression, yet the beings' behavior demonstrates extraordinary intelligence.