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Dream Drowner

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.

Elite | Normal | Weak
Proficiency without Level

Elite Dream DrownerCreature 13

Rare Large Aberration Aquatic 
Source Pathfinder #223: Hell's Destiny pg. 237
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 36 (includes +5 from Rare) • Aberration (Occultism)
Perception +24; darkvision, wavesense (imprecise) 20 feet
Languages Aklo, Common, Sakvroth, Thalassic; telepathy 100 feet
Skills Arcana +27, Architecture Lore +27, Athletics +25, Cave Lore +27, Deception +25, Intimidation +25, Occultism +27, Society +27, Stealth +24
Str +6, Dex +6, Con +7, Int +7, Wis +5, Cha +6
AC 33; Fort +27, Ref +21, Will +24; +1 status to all saves vs. magic
HP 240; Immunities mental, poison; Resistances cold 10
Entrancing Movement (aura, occult, visual) 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 34 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.
Speed 10 feet, swim 80 feet
Melee [one-action] tentacle +28 [+24/+20] (agile, magical, poison, reach 10 feet), Damage 3d8+2+6 bludgeoning plus 2d6 poison and eldritch toxinMelee [one-action] pincer +26 [+21/+16], Damage 3d10+2+12 bludgeoning plus GrabOccult Innate Spells DC 34 (+4 dmg); 6th dominate (×3); 5th sending (at will); 4th suggestion (at will); 3rd hypnotize (at will), mind reading (at will)
Rituals DC 34 (+4 dmg); 7th collective memories
Eldritch Toxin (curse, occult) A creature touched by a dream drowner’s tentacles must succeed at a DC 31 Will save or become stunned 1 (stunned 2 on a critical failure).Entangled Thoughts (emotion, mental, occult) 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 34 Will save at the end of each of its turns to end the condition.Mind Leech (mental, occult) 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.Subjugate Minds [two-actions] (concentrate, mental, occult) 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 34 basic Will save). The dream drowner can’t use this ability again for 1d4 rounds.Tentacle Flurry [two-actions] 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.

Sidebar - Additional Lore A Rising Tide Of Dream Drowners

Reports of singular dream drowners go back to the Age of Anguish. However, they were considered footnotes of adventuring esoterica until scholars began to observing large numbers of the creatures emerging near submerged sites of legend or historic import—including Riddleport’s Cyphergate, flooded sea caves on Kortos, and the freshwater Lake Ocota in the Mwangi Jungle.

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