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Thread: Ward your sleep...

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    The Vorpal Tribble's Avatar

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    Dec 2004
    The Mindfields

    Default Ward your sleep...


    Medium Undead (incorporeal, psionic)
    Hit Dice: 4d12 (26 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 17 (+3 dex, +4 deflection), touch 17, flat-footed 14; 20% miss-chance
    Base Attack/Grapple: +2/+9
    Attack: Touch +5 melee touch; Claw +3 melee (1d4+1) against incorporeal foes
    Full Attack: Touch +5 melee touch; 2 claws +3 melee (1d4+1) against incorporeal foes
    Space/Reach: 5 ft./10 ft.
    Special Attacks: Dreamheld, dreamless, headtrip, psi-like abilities
    Special Qualities: Born of dream, incorporeal traits, power resistance 18, rejuvenation, slumber sense, turn resistance, undead traits
    Saves: Fort +1, Ref +6, Will +9
    Abilities: Str 12 (- against non incorporeal), Dex 16, Con —, Int 1, Wis 10, Cha 19
    Skills: Concentration +8, Intimidate +13, Spot +7
    Feats: Ability Focus (dreamless), Improved Grapple, Lightening Reflexes(B)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 5-14 HD (Medium)
    Level Adjustment: --

    A section of the scenery changes out of the corner of your eye. Turning you see a figure with wide, unblinking eyes that are red with fatigue with dark shadowy bags of utter exhaustion. Its hair is strewn about, knotted and uncombed. The features are that of an utterly insane being appearing inhumanly weary. Its movements are manic and overly energetic. In an oval area of of six feet by four feet the scene around the creature is alike to normal surroundings, but as it moves the background as seen through this oval is nightmarish and unreal.

    An insomnus is the mental echo of a creature who by a spell, brain damage, or attack from another insomnus, has died from lack of sleep with a portion of its soul still within Dream which is brutally seperated from the rest when it dies. Its only urge is to find rest, and will attack any sleeping character it can find, instinctively attempting to gain by force the restful state from which it is forever restricted.

    The insomnus generally prefer to go after those who sleep and unable to put up resistance, trying to bring them physically into the realm of dream. It has no qualms about doing this to waking creatures as well, though it will attempt to put them to sleep if it has the chance.

    Born of Dream (Ex):
    As a being of dream, an insomnus appears hazy and out of focus, such that all melee and ranged attacks are assessed a 20-percent miss chance. This 20-percent miss chance is not the same as concealment.

    Dreamless (Su):
    An insomnus may attempt a touch attack against a single target who must succeed on a DC 18 will save or be affected as by the Dreamless power. The save DC is Charisma-based.

    Any creature that dies from this power generates their own Insomnus within 2d4 days.

    Dreamheld (Su):
    An insomnus can try to grapple its opponent, using its dexterity modifier instead of its nonexistent strength to grab hold of its opponent. If successfully grappled the victim is pulled physically within the terrifying realm of dream that the insomnus inhabits for 1d6 minutes. Here the insomnus draws upon the energy of its horrified victim, draining 2 points of constitution per minute of the victim's stay. Every two points of constitution drained temporarily increases the insomnus's Charisma by 1. If the victim is reduced to 0 constitution his body crumbles away, leaving the spirit forever trapped in Dream. Upon being expelled from the nightmare the victim must make a DC 16 will save or remain shaken for the rest of that day. The save DC is Charisma-based.

    Head Trip (Su):
    If any kind of telepathic contact is attempted with the Insomnus the manifester's conscious is brutally forced into the horrible dreamscape the insomnus calls home. This unnatural dislocation opens conduits of pain the victim has never endured before. While hellish landscapes unfold in the victim's mind, the victim's body collapses to a prone and helpless position, insensate to the enviroment around it, and it screams mindlessly (literally). Within 1d6 rounds the victim awakes and the awful memory of pain remains, making the target susceptible to other mind-affecting effects (a -2 penalty on Will saves against mind affecting effects) for a period of one day.

    Incorporeal Traits: An insomnus 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.

    Psi-like Abilities: Manifester level 6th. Save DC's are Charisma based.
    At will - Dream Travel (self only), *Primal Fear
    3/day - *Cerebral Phantasm, Id Insinuation, Psychic Drain
    1/day - Insanity

    * From Complete Psionic

    Rejuvenation (Su): It is almost impossible to permanently kill an insomnus, the portion of itself that never leaves dream enters into the mind of a sleeping being and restores itself in 2d4 days.

    Only entering into the Region of Dreams physically and destroying the insomnus there permanently destroys it.

    Slumber Sense (Su):
    An insomnus can sense all sleeping beings within 200 feet.

    Turn Resistance (Ex): An insomnus has +6 turn resistance.

    Skills: An Insomnus has a +6 racial bonus on concentration and intimidate checks.
    Last edited by The Vorpal Tribble; 2008-08-22 at 11:16 AM.