"Hush little one, they're only dreams, they can't harm you..."
Large Outsider (extraplanar, good, incorporeal, tardemah)
Hit Dice: 11d8+33 (82 hp)
Speed: Fly 80 ft. (perfect)
Armor Class: 24 (+7 dex, +5 deflection, +3 insight, -1 size), touch 24, flat-footed 17; or 29 (+7 dex, +3 insight, +10 natural, -1 size), touch 19, flat-footed 22; 20% miss-chance
Base Attack/Grapple: +11/+22
Attack: Incorporeal slam +18 melee touch or +18 melee against incorporeal foes (1d8 nonlethal or 1d8+5 against incorporeal foes)
Full Attack: Incorporeal slam +18 melee touch or +18 melee against incorporeal foes (1d8 nonlethal or 1d8+5 against incorporeal foes) and wings +16 melee touch or +16 melee against incorporeal foes (4d6 nonlethal or 4d6+2 against incorporeal foes)
Special Attacks: Dream guarding, maneuvers & stances, spell-like abilities, telekinetic force
Special Qualities: Incorporeal traits, natural invisibility, outsider traits, reocurring dream, tardemah traits, unknown presence
Saves: Fort +10, Ref +14, Will +10
Abilities: Str 20 (- against nonethereal), Dex 24, Con 17, Int 10, Wis 16, Cha 20
Skills: Autohypnosis +17, Concentration +17, Diplomacy +19, Listen +17, Lucid Dreaming +17, Search +14, Sense Motive +17, Spot +17
Feats: Dreamtelling, Flyby Attack, Improved Initiative, Multiattack, Weapon Finesse(B)
Challenge Rating: 10
Alignment: Always Neutral Good
Advancement: 12-19 HD (Large), 20-36 HD (Huge)
Level Adjustment: -
This skittish creature is fairly humanoid with a whiplash lean form and bare head with the hint of a hooked beak. The being itself is unseen and unfelt, except for its eerie shadow that doesn't quite seem to be here or there, confusing the mind. From the shoulders of its shadow grow many long, arm-thick wing-pinions devoid of feathers, like a fan of blades.
Dream Guards are often the guardians of children who will some day grow to be powerful prophets. Others are the target of possession or evil beings of dream who attempt slide past defenses through the being's mind. The child from that moment forward is protected by the Dream Guard, whose sole purpose is to battle the demons in a child's dreams and protect it from other nightmarish entities.
Only the child is able to see their guardian, and only then as a strange shadow. To others a dream guard is completely invisible. Some children with imaginary friends have a very real Dream Guard keeping them company.
Dreamguards stand around 10 feet high but weigh absolutely nothing because of their incorporeal nature. They speak celestial and common but communicate almost exclusively via their telepathy.
Within the realm of dream a dreamguard has little to fear, especially if it is looking over its charge's dreams. It tends to come up unawares and use its Gust of Will ability to remove the negative elements from its child's dream. If this proves unsuccessful the guard will hallow or take over the dream, making it as unattractive as possible to whatever plagues it. If worse comes to worse it will awaken its charge and thus ending the dream.
A Dream Guard out of Dream prefers to put its enemies to sleep if possible. If this fails it uses its telekinetic thrusts to hurl its enemies away, or more favorably, lifting them high into the air, and letting them fall to their deaths.
A dream guard's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Dream Guarding (Su):
A dream guard can fully take charge of its child's dream, altering it at will. The dreamguard also gets a +10 circumstance bonus to its Lucid Dreaming check (see p. 203 of the Manual of the Planes) to blow an attached night hag, possessing fiend, or invading dreamborn creature out of a dreamscape and into the dreamheart.
A dreamguard gains a +4 bonus on Intimidate, Listen, Sense Motive, and Spot checks when using these skills against creatures of dream. Likewise, it gets a +4 bonus on its attack and weapon damage rolls against such creatures. A dreamguard is immune to another's dreamborn miss-chance.
It also may use the following abilities within a dreamscape:
Gust of Will
- Within the realm of dream a dreamguard can use its wings to produce a powerful mental wind in an attempt to remove any creature from the dreamscape the guard occupies. Any creature it targets is blown about as if by hurricane force winds and must make a DC 20 will check or be hurled out of the dreamscape, causing the target to awake. If the dreamguard wishes it can instead attempt to blow its victim out of the dreamscape and into the dreamheart if it succeeds on its Lucid Dreaming check. The save DC is Charisma-based.
- A dreamguard can hallow a dreamscape as the spell at will.
Maneuvers and Stances (IL 11)
A dreamguard is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
Pearl of Black Doubt (DM3)
Covering Strike (WR4), White Raven Tactics (WR3)
Daunting Strike (DS5), Greater Insightful Strike (DM6), Rallying Strike (DS6), Ruby Nightmare Blade (DM4)
Devoted Spirit, Diamond Mind, White Raven
A dreamguard recovers expended maneuvers by resting and meditating for 5 minutes. Each of its maneuvers can be initiated once per encounter.
Natural Invisibility (Ex):
A dream guard is effectively invisible as the spell even when attacking.
Recurring Dream (Ps):
It is extremely difficult to destroy a Dream Guard as it becomes an intricate part of the charge it guards. If a Dream Guard is killed it reappears 1d8 days later in the charge's dream and is recreated by their mind. Only such spells as Limited Wish, Miracle, and Wish can permanently destroy the dream guard or other extreme methods such as killing the ward, or using bestow curse so that she will not dream of her guardian after its death.
Caster level 15th. Save DC's are Charisma-based.
Continuous - Magic Circle Against Evil (DC 19)
At will - Lullaby (DC 15), *Restful Slumber (DC 16), Sleep (DC 16)
3/day - Deep Slumber (DC 18), *Manifest Nightmare (DC 19)
1/day - Symbol of Sleep (DC 20)
* From Heroes of Horror, p. 127.
Telekinetic Force (Ps):
A dreamguard can use telekinetic force (DC 20) as a standard action that does not provoke attacks of opportunity. Manifester level 15th. The save DC is Charisma-based.
Unknown Presence (Ex):
Any clairsentient or scrying abilities to detect the Dream Guard only shows its charge if it has one, otherwise it remains undetected. Anyone using Sense Link on the child can see the shadow of the Dream Guard.