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Dreamscraper

Creature 7 (uncommon) — aberration, dream

ShadeWeaverLANDAERIALaberrationdream

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

Perception +15; darkvision
Languages aklo; telepathy 100 feet
Skills acrobatics +17, athletics +13, deception +13, stealth +17 (+19 against sleeping creatures), thievery +15
Str
+2
Dex
+6
Con
+4
Int
+2
Wis
+4
Cha
+2
AC 24 Fort +12 Ref +18 Will +15 +1 status to all saves vs. magic
HP 115
Immunities cold, fatigued, sleep
Weaknesses electricity 5
Speed 20 feet, fly 40 feet (freedom of movement)

Offense

Melee Claws (agile, finesse, magical) +17, Damage 2d8+8 void plus Stolen Dreams
Ranged Dream Barb (incorporeal, magical) +16, range 60 feet, Damage 1d4 bludgeoning plus Stolen Dreams

Abilities

Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Tireless — Dreamscrapers never sleep or dream themselves. They gain the benefits of an 8-hour rest after 1 hour of minimal activity.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic
Frightful Presence (aura, emotion, fear, mental) — 90 feet. DC 22 Will

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.

Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.
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.
Occult Innate Spells DC 25, attack +17
4th Unfettered Movement (Constant) (×1)
2nd Darkness
1st Sleep (×3)

WORKS WELL WITH

AnvilLANDAnvil pins enemies inside Frightful Presence for sustained Will-save pressure.
CrasherLANDCrasher engages grounded foes directly while the Dreamscraper debuffs from the air.
FlankerLANDFlanker exploits frightened and Stolen-Dreams-debuffed targets for control.

PUNISHES

✖ melee reliance✖ low Will✖ clumping
fragile; stacking Shades leaves no frontline
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure Path: Gatewalkers.

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