Dreamscraper
Creature 7 (uncommon) — aberration, dream
Pre-Remaster content. May include legacy alignment.
Dreamscrapers invade the dreams of sleeping mortals to scrape away at their minds and steal their dreams, leaving them raw and tired upon waking. Maggot-like, with many eyes surrounded by a circular, toothy mouth, dreamscrapers use sharp barbs attached to ethereal tendrils to trawl for dreams. After returning to the Dimension of Dreams with their prizes, they store them in their dark, spire-like cocoons, trade them, or offer them up to their heinous masters as some obscure tax. Although many dr
Source: gatewalkers-bestiary (Pre-Remaster)
Perception +15
Skills acrobatics +17, athletics +13, deception +13, stealth +17, thievery +15
Str
+2
Dex
+6
Con
+4
Int
+2
Wis
+4
Cha
+2
AC 24
Fort +12
Ref +18
Will +15
HP 115
Immunities cold, fatigued, sleep
Weaknesses electricity 5
Speed 20 feet, fly 40 feet
Offense
Melee Claws +17, Damage 2d8+8 void
Ranged Dream Barb +16, Damage 1d4 bludgeoning
Abilities
Telepathy 100 feet (aura, magical) — Telepathy
Tireless — Dreamscrapers never sleep or dream themselves. They gain the benefits of an 8-hour rest after 1 hour of minimal activity.
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Frightful Presence (aura, emotion, fear, mental) — 90 feet. DC 22 Will
Frightful Presence
Dream Step — The dreamscraper shifts to either the Dimension of Dreams or the Universe. While in the Dimension of Dreams, it can see clearly into the Universe with a range of 60 feet. On its first round in an encounter, the dreamscraper can use this ability once as a free action.
Stolen Dreams (mental, occult) — The dreamscraper catches hold of the target creature's dreams and tries to rip them away. The target must attempt a DC 22 Will save.
**Success** The creature is unaffected.
**Failure** The dreamscraper manages to only scrape at the target creature's dreams. The target becomes Fatigued.
**Critical Failure** The dreamscraper rips the target's dreams away and captures them. The target creature becomes fatigued. Furthermore, the target can never dream, can't be affected by spells that cause or affect dreams, can't detect or be detected by creatures with the dream trait, and can't enter the Dimension of Dreams. This effect ends if the target creature's dreams are restored through powerful magic.
Spells
Unfettered Movement (Constant) (rank 4)
Darkness (rank 2)
Sleep (rank 1)
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