BONUS MATERIAL: MONSTERS OF THE FAR REALMS, PART 2

Elemental
The only consistency in the far realms is its lack of consistency. Concepts such as time and morality mean nothing within its grasp. Furthermore, although elemental traits do exist, they are so unstable and fleeting that no form of elemental should be able to survive in the far realms. Nonetheless, two types of elementals (or creatures close enough to be considered elementals) are associated with the far realms, although only one appears within its boundaries.

Flux Elemental, Small
Small Elemental

Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 20 ft.
AC: 20 (+1 size, +2 Dex, +7 natural), touch 13, flat-footed 18
BAB/Grapple: +3/+1
Attack: Slam +6 melee (1d4+2 plus Imbue Instability)
Full Attack: Slam +6 melee (1d4+2 plus Imbue Instability)
Space/Reach: 5 ft/ 5 ft
Special Attacks: Imbue Instability
Special Qualities:: Aura of Instability, Darkvision 60 ft, Elemental Traits, Erratic Form
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 15, Dex 14, Con 15, Int 4, Wis 11, Cha 11
Skills: Spot +7
Feats: Improved Initiative, Iron Will
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Adancement: 5-7 HD (Small)

Flux Elemental, Medium
Medium Elemental

Hit Dice: 8d8+24 (60 hp)
Initiative: +7
Speed: 20 ft.
AC: 21 (+3 Dex, +8 Natural), touch 13, flat-footed 18
BAB/Grapple: +6/+10
Attack: Slam +10 melee (1d6+4 plus Imbue Instability)
Full Attack: Slam +10 melee (1d6+4 plus Imbue Instability)
Space/Reach: 5 ft/5 ft
Special Attacks: Imbue Instability
Special Qualities:: Aura of Instability, Darkvision 60 ft, Elemental Traits, Erratic Form
Saves: Fort +5, Ref +5, Will +8
Abilities: Str 18, Dex 17, Con 17, Int 6, Wis 11, Cha 11
Skills: Spot +13
Feats: Iron Will, Improved Initiative, Alertness
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Adancement: 9-15 HD (Medium)

Flux Elemental, Large
Large Elemental

Hit Dice: 16d8+64 (136 hp)
Initiative: +9
Speed: 20 ft.
AC: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
BAB/Grapple: +12/+22
Attack: Slam +17 melee (2d8+6 plus Imbue Instability)
Full Attack: 2 slams +17 melee (2d8+6 plus Imbue Instability)
Space/Reach: 10 ft/10 ft
Special Attacks: Imbue Instability
Special Qualities:: Aura of Instability, Damage Reduction 5/-, Darkvision 60 ft, Elemental Traits, Erratic Form
Saves: Fort +9, Ref +10, Will +12
Abilities: Str 22, Dex 20, Con 19, Int 6, Wis 11, Cha 11
Skills: Spot +21
Feats: Improved Initiative, Iron Will, Alertness, Dodge, Mobility, Combat Reflexes
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Adancement: 17-20 HD (Large)

Flux Elemental, Huge
Huge Elemental

Hit Dice: 21d8
Initiative: +9
Speed: 30 ft.
AC: 24 (-2 size, +5 Dex, +11 natural), touch 13, flat-footed 19
BAB/Grapple: +15/+31
Attack: Slam +20 melee (2d10+7 plus Imbue Instability)
Full Attack: 2 slams +20 melee (2d10+7 plus Imbue Instability)
Space/Reach: 15 ft/15 ft
Special Attacks: Imbue Instability
Special Qualities:: Aura of Instability, Damage Reduction 5/-, Darkvision 60 ft, Elemental Traits, Erratic Form
Saves: Fort +13, Ref +14, Will +14
Abilities: Str 24, Dex 21, Con 19, Int 8, Wis 11, Cha 11
Skills: Spot +26
Feats: Improved Initiative, Iron Will, Alertness, Dodge, Mobility, Combat Reflexes, Great Fortitude, Lightning Reflexes
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Adancement: 22-23 HD (Huge)

Flux Elemental, Greater
Huge Elemental

Hit Dice: 24d8+96 (204 hp)
Initiative: +10
Speed: 30 ft.
AC: 26 (-2 size, +6 Dex, +13 natural), touch 14, flat-footed 21
BAB/Grapple: +18/+34
Attack: Slam +24 melee (4d8+8 plus Imbue Instability)
Full Attack: 2 slams +24 melee (4d8+8 plus Imbue Instability)
Space/Reach: 15 ft/15 ft
Special Attacks: Imbue Instability
Special Qualities:: Aura of Instability, Damage Reduction 10/-, Darkvision 60 ft, Elemental Traits, Erratic Form, Multidimensional
Saves: Fort +14, Ref +16, Will +16
Abilities: Str 26, Dex 23, Con 19, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Improved Initiative, Iron Will, Alertness, Dodge, Mobility, Combat Reflexes, Great Fortitude, Lightning Reflexes, Improved Natural Attack (slam)
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always Neutral
Adancement: 25-29 HD (Huge)

Flux Elemental, Elder
Huge Elemental

Hit Dice: 30d8+150 (285 hp)
Initiative: +12
Speed: 30 ft.
AC: 30 (-2 size, +8 Dex, +14 natural), touch 16, flat-footed 22
BAB/Grapple: +22/+39
Attack: Slam +29 melee (4d8+9 plus Imbue Instability)
Full Attack: Slam +29 melee (4d8+9 plus Imbue Instability)
Space/Reach: 15 ft/15 ft
Special Attacks: Imbue Instability
Special Qualities:: Aura of Instability, Damage Reduction 10/-, Darkvision 60 ft, Elemental Traits, Erratic Form, Multidimensional
Saves: Fort +17, Ref +20, Will +19
Abilities: Str 28, Dex 26, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +35, Spot +35
Feats: Improved Initiative, Iron Will, Alertness, Dodge, Mobility, Combat Reflexes, Great Fortitude, Lightning Reflexes, Improved Natural Attack (slam), Power Attack, Cleave
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Adancement: 31-48 HD (Huge)

As the roiling mass approaches, you see all elements displayed within its form. Strangely, some of these elements seem to work against each other, with the creature’s flames being doused by its water before being reduced to murky mud by the earth held within. The mud is then blown into dust by a stray gust of wind, dust that then bursts into flame, starting the cycle anew.

Born from the constant turmoil and instability of the far realms, flux elementals are best thought of as an elemental not dedicated to any particular element. At any given moment, a flux elemental can appear to display any elemental trait. In the evershifting conditions of the far realms, flux elementals are one of the few beings with little to fear.

Combat:
Flux Elementals wade into combat without fear, trying to get as many targets as possible within the range of its aura of instability while trying to imbue its targets with some of its own instability.
Aura of Instability (Su): whenever any creature within 30 feet of a flux elemental (including the flux elemental itself) succeeds on an attack roll, saving throw, or skill check, that roll is rerolled. The results of the reroll are kept, even if they are better than the original. The effects of multiple auras of instability do not stack.
Erratic Form (Ex): A flux elemental’s unstable form is both its greatest strength and greatest weakness. A flux elemental is treated as having vulnerability against all elements. However, one a flux elemental has taken energy damage, the flux elemental gains immunity to that element for the remainder of the encounter (it is possible to gain multiple immunities in this way).
Furthermore, a flux elemental is immune to all planar elemental and energy traits.
Imbue Instability (Su): Whenever a flux elemental hits with one of its slam attacks, it passes off a bit of its own instability. While such a creature remains within an aura of instability, they may only take a single move action or standard action each round. Although the target is no longer actively affected once out of the flux elemental’s aura of instability, they are not automatically cured at the end of the encounter, falling subject to this affliction the next time that they enter a new aura of instability. Only a break enchantment, heal, limited wish, wish, or miracle can cure this affliction.
Multidimensional (Ex): While in the far realms, a greater flux elemental occupies three adjacent layers while an elder flux elemental occupies five adjacent layers.

Heresy Elemental, Small
Small Elemental

Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 20 ft.
AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
BAB/Grapple: +3/+1
Attack: Slam +6 melee (1d4+2)
Full Attack: Slam +6 melee (1d4+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
Special Qualities:: Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 14, Dex 15, Con 15, Int 10, Wis 11, Cha 14
Skills: Bluff +9, Knowledge (the planes) +7
Feats: Dodge, Iron Will
Climate/Terrain:
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Adancement: 5-7 HD (Small)

Heresy Elemental, Medium
Medium Elemental

Hit Dice: 8d8+24 (60 hp)
Initiative: +3
Speed: 20 ft.
AC: 17 (+3 dex, +4 natural), touch 13, flat-footed 14
BAB/Grapple: +6/+9
Attack: Slam +9 melee (1d6+3)
Full Attack: Slam +9 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
Special Qualities:: Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
Saves: Fort +5, Ref +7, Will +8
Abilities: Str 16, Dex 17, Con 17, Int 12, Wis 11, Cha 16
Skills: Bluff +14, Knowledge (the planes) +12, Sense Motive +11
Feats: Dodge, Iron Will, Lightning Reflexes
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Adancement: 9-15 HD (Medium)

Heresy Elemental, Large
Large Elemental

Hit Dice: 16d8+64 (136 hp)
Initiative: +5
Speed: 20 ft.
AC: 19 (-1 size, +5 dex, +5 natural) touch 14, flat-footed 14
BAB/Grapple: +12/+20
Attack: Slam +15 melee (2d6+4)
Full Attack: 2 slams +15 melee (2d6+4)
Space/Reach: 10 ft/10 ft
Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
Special Qualities:: Damage Reduction 5/-, Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
Saves: For +11, Ref +12, Will +12
Abilities: Str 18, Dex 20, Con 19, Int 14, Wis 11, Cha 18
Skills: Bluff +25, Intimidate +27, Knowledge (the planes) +21, Sense Motive +19
Feats: Dodge, Iron Will, Lightning Reflexes, Great Fortitude, Combat Expertise, Persuasive
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Adancement: 17-20 HD (Large)

Heresy Elemental, Huge
Huge Elemental

Hit Dice: 21d8+84 (178 hp)
Initiative: +6
Speed: 30 ft.
AC: 20 (-2 size, +6 Dex, +6 natural), touch 14, flat-footed 14
BAB/Grapple: +15/+28
Attack: Slam +18 melee (2d8+5)
Full Attack: 2 slams +18 melee (2d8+5)
Space/Reach: 15 ft/15 ft
Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
Special Qualities:: Damage Reduction 5/-, Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
Saves: Fort +13, Ref +15, Will +14
Abilities: Str 20, Dex 22, Con 19, Int 16, Wis 11, Cha 20
Skills: Bluff +31, Diplomacy +33, Intimidate +33, Knowledge (the planes) +27, Sense Motive +24
Feats: Dodge, Iron Will, Lightning Reflexes, Great Fortitude, Combat Expertise, Persuasive, Improved Feint, Combat Reflexes
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Adancement: 22-23 HD (Huge)

Heresy Elemental, Greater
Huge Elemental

Hit Dice: 24d8+96 (204 hp)
Initiative: +11
Speed: 30 ft.
AC: 22 (-2 size, +7 Dex, +7 natural), touch 15, flat-footed 15
BAB/Grapple: +18/+32
Attack: Slam +22 melee (2d8+6)
Full Attack: 2 slams +22 melee (2d8+6)
Space/Reach: 15 ft/15 ft
Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
Special Qualities:: Damage Reduction 10/-, Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
Saves: Fort +14, Ref +17, Will +16
Abilities: Str 22, Dex 25, Con 19, Int 18, Wis 11, Cha 22
Skills: Bluff +35, Diplomacy +37, Intimidate +37, Knowledge (religion) +31, Knowledge (the planes) +31, Sense Motive +27
Feats: Dodge, Iron Will, Lightning Reflexes, Great Fortitude, Combat Expertise, Persuasive, Improved Feint, Combat Reflexes, Improved Initiative
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always Neutral
Adancement: 25-29 HD (Huge)

Heresy Elemental, Elder
Huge Elemental

Hit Dice: 30d8+120 (255 hp)
Initiative: +12
Speed: 30 ft.
AC: 24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16
BAB/Grapple: +22/+37
Attack: Slam +27 melee (2d8+7)
Full Attack: 2 slams +27 melee (2d8+7)
Space/Reach: 15 ft/15 ft
Special Attacks: Blasphemous Bellow, Entrancing Aura, Haunting Secret
Special Qualities:: Damage Reduction 10/-, Darkvision 60 ft., Elemental Traits, Ephemeral Presence, Telepathy 100 ft.
Saves: Fort +16, Ref +20, Will +19
Abilities: Str 24, Dex 27, Con 19, Int 20, Wis 11, Cha 24
Skills: Bluff +45, Diplomacy +46, Intimidate +44, Knowledge (history) +38, Knowledge (religion) +38, Knowledge (the planes) +38, Sense Motive +35
Feats: Dodge, Iron Will, Lightning Reflexes, Great Fortitude, Combat Expertise, Persuasive, Improved Feint, Combat Reflexes, Improved Initiative, Negotiator, Skill Focus (Bluff)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Adancement: 31-48 HD (Huge)

A low whisper precedes the appearance of this odd monster. Before you stands a black bipedal creature with no arms or head to speak of. Upon closer inspection, what previously looked like black skin is in truth a continuous flow of text written in every language. Low murmurs surround the creature as it approached.

Although it never actually appears within the Far Realms, scholars have managed to relate one other form of elemental to the Far Realms. Heresy Elementals appear to be just that, elementals composed of blasphemous and heretical text and speech. The deeper one looks into its being, they say, the worse that the blasphemies become. As it is well-known that even knowledge of the Far Realms keeps us linked to it, some sages think that heresy elementals represent that link.
Combat:
Heresy Elementals are straightforward in their fighting, engaging as many people as possible within their entrancing aura before letting loose a blasphemous bellow. Afterwards, they care very little for their own safety due to their trust in their own haunting secret ability. Throughout combat, heresy elementals attempt to cajole and bluff to any opponents who seem to be of an intellectual bent, hoping to get them to perform research of their own, although they are not above imparting forbidden lore directly to their opponent’s mind via telepathy. If possible, it tries to be slain by a target that has fallen victim to both its blasphemous bellow and entrancing aura.
Blasphemous Bellow (Su): As a standard action, a heresy elemental can magnify its blasphemous whispers to fill all around with dread or obsession. All those within 60 feet must make a Will Save (DC 14 small; DC 17 medium; DC 22 large; DC 25 huge; DC 28 greater; DC 32 elder). Any who fail their saving throw are Paralyzed for 1d4 rounds. Furthermore, any creatures hypnotized by the heresy elemental’s entrancing aura that fail their saving throw receive the suggestion to research the creature’s origins as soon as possible. This suggestion effect lasts for one week or until a successful knowledge check is made to learn this information (either by them or on their behalf). Either way, all targets are immune to further use of that heresy elemental’s blasphemous bellow for 24 hours. The Save DC is Charisma-based.
Entrancing Aura (Su): The susurrus of forbidden murmurs surrounding a heresy elemental has a certain entrancing quality for those who are not careful. All those who wander within 30 feet of the heresy elemental must make a Will Save (DC 14 small; DC 17 medium; DC 22 large; DC 25 huge; DC 28 greater; DC 32 elder) or become hypnotized for 2d4 rounds. Either way, all targets are immune to further exposure to that heresy elemental’s entrancing aura for 24 hours. The Save DC is Charisma-based.
Ephemeral Presence (Ex): Although fully corporeal, the existence of a heresy elemental as an accumulation of forbidden language grants some advantages. Heresy elementals do not grant attacks of opportunity for their movement, ignore difficult terrain, and may pass through or occupy another creature’s square without penalty. Furthermore, they may stand on any surface, even those that should not be able to support their weight (such as cobwebs and water).
Haunting Secret (Su): When a heresy elemental is slain, it imparts a bit of itself to the creature most responsible to its death (no saving throw). In some cases, such as in the case of a natural cave-in a lightning bolt, there may not be any such person, in which case the heresy elemental simply dies. However, the heresy elemental is allowed to be quite liberal in whom it considers most responsible. For example, in the case of a cave-in, the original crafter of the tunnel may be chosen, if still alive.
The target of this ability may use knowledge checks untrained for the next week and gains a +5 bonus on all knowledge checks pertaining to the far realms (including those pertaining to creatures, items, and spells related to the far realms). However, whenever the target makes a knowledge check pertaining to the far realms, they must make a will save (DC 15 + 1 per previous save). Upon a failure, the target takes 1d6 intelligence, wisdom, and charisma damage as the heresy elemental is respawned in the target’s square.
Telepathy (Su): A heresy elemental can telepathically communicate to all creatures within 100 feet that has a language.

Neocrosis
Medium Undead

Hit Dice: 5d12 (30 hp)
Initiative: +1
Speed: 30 ft.
AC: 17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
BAB/Grapple: +6/+10
Attack: claw +10 melee (1d6+4 plus Horrid Transformation)
Full Attack: 4 claws +10 melee (1d6+4 plus Horrid Transformation)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death Throws, Horrid Transformation, Shed Husks, Unnatural Expansion
Special Qualities:: Darkvision 60 ft., Fast Healing 5, Turn Resistance +4, Undead Traits
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 18, Dex 12, Con -, Int -, Wis 10, Cha 1
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Adancement: 7-12 HD (medium); 13-18 HD (large)

A twirling mass of barely recognizable body parts starts rolling in your general direction, leaving a trail of shed arms and legs in its wake as new ones grow underneath. Although no eyes are visible, you have the impression that you are being watched.

Within the far realms, death generally means rather little. Creatures that stop moving are reabsorbed into the plane or meet similarly gruesome ends. In the case of Odopi, however, the body sometimes starts rolling about once more, reanimated and blessed with new and endless growth. The cause for this reanimation is unknown but this can be said for much of what occurs in the far realms.
Neocrosi are scavengers of the far realms, taking whatever others have left behind for it. Unlike its living form, neocrosi are utterly unintelligent.
Combat:
A neocrosis (plural neocrosi) rolls through the amoebic sea, clawing at everything within reach and subjecting it to a horrid transformation, a transformation some insane beings consider a boon. If endangered, the neocrosis uses its shed husks or unnatural expansion ability to gain of a bit of advantage in combat.
Death Throws (Ex): When the neocrosis is slain, their form explodes in a mass of limbs, all of which quickly sprout spines, claws, fangs, and similar features. All creatures within 60 feet take 4d6 damage, or half that with a DC 14 Reflex save. All creatures damaged by this attack are subjected to the neocrosis’ horrid transformation.
Horrid Transformation (Su): Any creature hit by the neocrosis’ claw attacks are subjected to a horrific transformation, stranding them between life and death. The target needs not eat, drink, or sleep but heals naturally at half the normal rate and is harmed by both positive and negative energy. Lastly, as this state of dead life doesn’t exist in the multiverse, the creature cannot leave the far realms as long as they are affected. At the end of each day, an affected creature may make a DC 14 Fortitude save to end this effect
Shed Husks (Ex): In battle, a neocrosis can increase the rate at which they shed off limbs, making them smaller and surrounding them in a mass of dangerous appendages. As a full-round action, the neocrosis can reduce their size by one category, gaining a +2 bonus to Dexterity and a –2 penalty to Strength. They also gain a +1 size bonus to attack rolls and to AC. Their space and reach change as normal for a creature of their new size. However, the neocrosis loses one of their claw attacks when they make a full attack.
In the round that the neocrosis sheds their limbs, the limbs instantly grow spines, claws, fangs, and similar features for damaging creatures nearby. All creatures previously adjacent to the neocrosis must make a DC 14 reflex save or take 1d6 damage and be subjected to the neocrosis’ horrid transformation.
This effect lasts until the end of the encounter and does not stack with itself.
Unnatural Expansion (Ex): In battle, a neocrosis can decrease the rate at which they shed off limbs, allowing them to gain more mass. AS a full-round action, the neocrosis can increase their size by one category, gaining a +2 bonus to Strength and a –2 penalty to Dexterity. They also gain a –1 size penalty to attack rolls and to AC. Their space and reach change as normal for a creature of their new size. Lastly, the neocrosis gains an extra claw attack when they make a full attack.
This effect lasts until the end of the encounter and does not stack with itself.

NOTE: LEAVING ITS MARK
The very nature of the Far Realms is inimical to all that is sane and wholesome. The very environment threatens to rip sanity from the minds of visitors. However, this alien nature is hard to convey through the creatures native to such a world. The Neh-Thalggu and Uvuudaum did a good job of this, with the former teleporting brains directly out of skulls, the latter being surrounded by a literal aura of insanity, and both of them looking incredibly messed up. However, it is unrealistic to believe every native creature will have a disturbing attack form or aura of insanity (and as the cranial encyster from Dragon #330 shows us, looking messed up isn’t quite enough).
I, however, have come up with another technique of sorts for getting players to feel the dark nature of Far Realms creatures and to actually dread their appearance rather than charging at full tilt with weapons drawn. As one may have noticed, a few of my far-realms baddies have some sort of lingering effect tacked onto them. Even though these monsters possess strength appropriate for their CR in combat, their lingering “gifts” make them something to be feared.
As an extra bonus, these lingering effects mean that high level characters may be unable to fully ignore the repercussions of battling weaker monsters. This said, the number of creatures that you can realistically pit against a higher level character is higher than normal.

Dreamlings
Within the region of dreams (Manual of the Planes, page 201) are few beings that could be fully considered a race. Anything that can be dreamed will exist in the dreamscapes of dreamers. Whether such creatures persist once the dream ends, however, is up to debate. Lucid dreamers and those traveling through dreamscapes, however, have noticed a few similar creatures traveling among dreamscapes. Often resembling jesters and bards, these creatures seem to be made of dreamstuff, capable of traveling freely among dreams and even traveling to the dreamheart.
For a long time, the identity of these beings has been hotly debated. Nobody seems capable of seeing them within their own dreams and they seem relatively harmless. They alter dreams a bit, filling them with hope, fear, confusion, or other emotions. Some have gone so far as to guess that they are the source of humanity as we know it, lacing hopes and ambitions in our nighttime slumber.
What troubles sages are a few account that place these dreamlings in the dreamheart, bowing before tiny black holes in the dreamstuff, pinpoints of madness through which alien eyes glare. If the dreamlings are related to the far realms, we can only guess at their objectives… and at the purpose of our natures.

Combat:
For some reasons, dreamlings rarely, if ever, engage in combat. They prefer to subtly alter dreamscapes and influence the course of dreams. Through this means, they can force their will upon the waking world (if only indirectly). If forced to fight, the dreamling automatically overcomes most of the advantages that a dreamer would have over them due to controlling the dreamscape.
Alter Dreamscape (Ex): All dreamlings are capable of altering the contents of a dreamscape, at least within certain limitations. The limitations of what they can change, how much effort it requires to make the change, and how hard it is to reverse the change depends on the type of dreamling.
Dream Fighting (Ex): Whether a dreamling seems to attack with weaponry or spells, they always use the same attack modifier against the target’s AC and always deal the same amount of nonlethal damage (dependant upon the type of dreamling). A creature reduced to 0 hit points in this way is either knocked temporarily unconscious or falls into a coma for one week, during which time they still require food and water (dreamling’s choice). The range between the dreamling and dreamer do not matter but the attack takes a –1 penalty per 10 feet of distance between the two.
Against creatures made from dreamstuff (other than other dreamlings), the AC is always considered 10. Furthermore, a successful attack on such a creature always destroys it and actions taken by such creatures cannot harm the dreamling. Similarly, magic items, spells, and similar resources that the dreamer doesn’t possess in the waking world do not function against dreamlings.
Unlike other creatures fought in the region of dreams, a creature does gain XP if they slay a dreamling (but only if the dreamling is actually slain, not if it is chased off or parlayed with).
Dreamscape Invisibility (Su): dreamlings are invisible in regards to the dreamer of whatever dreamscape they inhabit. As a swift action, the dreamling may make himself visible in regards to that creature for so long as they remain in its dreamscape. The same thing occurs if they attack the dreamer (but not if they attack other creatures in the dreamscape or use the inspire emotions ability).
Influence Dreams (Su): All dreamlings have some ability to implant suggestions and emotions through the use of dreams. As far as anyone can tell, this is the only way for dreamlings to communicate with us. In any case, each dreamling can implant a number of influences each day equal to their HD and can only target a single creature once per day. So long as the dreamling is in a target’s dreamscape and the target is in the region of dreams, they can be targeted regardless of distance between the dreamling and dreamer. Different types of influences are available to different dreamlings. Whichever type is used, influencing a dream takes 1 minute of uninterrupted concentration.
Happy: the target is implanted with a good dream, granting them a +2 morale bonus to saving throws made against fear for 4 hours after waking up. A Will save negates (DC variable; see individual descriptions) but it is harmless.
Insightful: the target is granted a single idea, thought, or fact by the dreamling. They are led to believe that it is there own and remember it upon waking but are under no compulsion to act upon that idea. There is no saving throw to negate this effect.
Sad: the target’s dream seems sad upon recollection, granting a –2 penalty to attack rolls, saving throws, and skill checks for 4 hours after waking up. A Will save negates (DC variable; see individual descriptions).
Prophetic: the target is left with a single precise message by the dreamling. The target is aware that this message comes from an outside source and perceive it as coming from a source of the dreamling’s choice although this deception is overcome with a Will save (DC variable; see individual descriptions).
Nightmarish: the target is affected as if by a nightmare spell (DC variable; see individual descriptions).
Haunting: some aspect of the dream stays hidden in the target’s subconscious, urging them to take a specific action when a set circumstance arises in the waking world. This functions as the suggestion spell (DC variable; see individual descriptions).
Surreal: the target is driven insane, and the insanity spell, upon awaking. A Will save resists (see relkor description for DC).
Enslaving: until the target next wakes up and falls asleep, they are dominated by the dreamling. A Will save resists (see Relkor description for DC).

Derugit
Tiny Outsider (Incorporeal)

Hit Dice: 1d8+1 (5 hp)
Initiative: +7
Speed: Fly 90 ft. (perfect)
AC: 17 (+2 size, +3 Dex, +2 deflection), touch 17, flat-footed 14
BAB/Grapple: +1/-
Attack: Dreamscape Fighting +6 melee or ranged (1d6 nonlethal)
Full Attack: Dreamscape Fighting +6 melee or ranged (1d6 nonlethal)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility
Saves: Fort +3, Ref +5, Will +3
Abilities: Str -, Dex 16, Con 12, Int 14, Wis 12, Cha 15
Skills: Hide +6, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (history) +6, Knowledge (religion) +6, Knowledge (the planes) +6, Listen +5, Sense Motive +5, Spot +5
Feats: Improved Initiative
Climate/Terrain: Region of Dreams
Organization: Solitary or Befuddlement (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Adancement: 2-3 HD (tiny)

A small creature hovers nearby, a clunky combination of centipede and fly. It has overlarge compound eyes and four arms, followed by a centipede-like tail Instead of a proboscis, the creature possesses a small brass horn. A fashionable hat rests on the creature’s head and small gloves are pulled over its arms, completing the image of absurdity.

Derugits are the weakest of the dreamlings, creatures composed mostly of raw dreamstuff. Unlike other races, dreamlings do not demean derugits or take any particular risks with their lives, even though they are weak.
For their part, Derugits are usually loyal and are smarter than most humanoids. They delight in passing on their knowledge and granting good dreams. Although this (and their appearance) seems nonthreatening, they only grant good dreams under orders from their (far more sinister) superiors.
Do date, no creature has ever heard a derugit play its born.
Combat:
Derugits try to escape combat when possible, using their high speed to escape. When cornered (hard to do as they can sink through a person’s dreamscape), they nonverbally plea for their lives. If in a good position to fight, they launch potshots at the enemy from afar, preferring to knock out foes rather than give them comas.
[b]Alter Dreamscape (Ex):[/b[ As a standard action, a derugit can make a small change to the dreamscape of another. This change must be in line with the prestidigitation spell but lasts until the dreamer awakens or spends a swift action to return it to normal (if they notice the change).
Dreamscape Fighting (Ex): The derugit deals 1d6 nonlethal damage with their attacks. These attacks normally manifest as visual waves of air passing through their horn or small scimitars held in the derugit’s hand.
Influence Dreams (Su): A derugit is only capable of giving happy (DC 12) and informative dreams.

Temerit
Small Outsider (Incorporeal)

Hit Dice: 3d8+3 (16 hp)
Initiative: +7
Speed: Fly 80 ft. (perfect)
AC: 16 (+1 size, +3 Dex, +2 deflection), touch 16, flat-footed 13
BAB/Grapple: +3/-
Attack: Dreamscape Fighting +7 melee or ranged (3d6 nonlethal damage)
Full Attack: Dreamscape Fighting +7 melee or ranged (3d6 nonlethal damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility, Performance of Dreams
Saves: Fort +4, Ref +6, Will +5
Abilities: Str -, Dex 16, Con 13, Int 14, Wis 14, Cha 15
Skills: Hide +8, Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (religion) +8, Knowledge (the planes) +8, Listen +8, Sense Motive +8, Spot +8
Feats: Dodge, Improved Initiative
Climate/Terrain: Region of Dreams
Organization: Solitary, Pair, or Daydream (1-3 and 2-4 Derugits)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Adancement: 4-5 HD (small)

A short, squat figure flies forwards. It seems to be a featureless gray humanoid with a faceless head and hands not spread into fingers. It wears a dull jester’s suit filled with greys, subdued blues, and other such colors.

Temerits are the practical units of dreamling forces, strong enough to protect themselves, powerful enough to command derugits, and plentiful enough to carry out their work quickly. Temerits usually scout out dreamers and their dreamscapes for a few days before returning with Derugit assistance (if any can be gained). They are also the most frequent dreamling to make itself known to its dreamer and is the only dreamling known to have completed a performance.
Combat:
Temerits use whatever means are at their disposal in order to win a confrontation. They unleash attacks whenever possible and using incorporeality to hide behind objects and get good angles. As their appearance suggests, temerits are fairly emotionless, constantly reassessing the situation. They are not scared of running away from a dreamscape and aborting a mission if necessary.
Alter Dreamscape (Ex): As a standard action, a temerit can make a moderately large change to the dreamscape of another. The exact location of a feature may shift, one name may be switched with another, or one object or person may be replaced with a similar one. Other changes to the environment can be made if they are in line with the power of a 2nd level or lower spell. These changes last until the dreamer awakens or spends a move action to return it to normal (if they notice the change).
Dreamscape Fighting (Ex): The temerit deals 3d6 nonlethal damage with their attacks. These attacks normally manifest as thrown crystalline spheres pulled from thin air or as greatswords twice their height.
Influence Dreams (Su): A temerit is only capable of giving happy (DC 13), informative, sad (DC 13), and prophetic (DC 13) dreams.
Performance of Dreams (Ex): although a temerit has no ranks in any performance skill, they can siphon dreamstuff through them, allowing them to fulfill almost any feat of fancy. Whenever using a non-verbal perform skill, treat the temerit as having rolled a natural 20.

Derrit
Medium Outsider (Incorporeal)

Hit Dice: 6d8+12 (39 hp)
Initiative: +7
Speed: Fly 70 ft. (perfect)
AC: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
BAB/Grapple: +6/-
Attack: Dreamscape Fighting +9 melee or ranged (6d6 nonlethal damage)
Full Attack: Dreamscape Fighting +9 melee or ranged (6d6 nonlethal damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility, Master of Dreams
Saves: Fort +7, Ref +8, Will +7
Abilities: Str -, Dex 16, Con 14, Int 15, Wis 14, Cha 17
Skills: Hide +11, Intimidate +12, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (history) +11, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +11, Sense Motive +11, Spot +11
Feats: Dodge, Improved Initiative, Mobility
Climate/Terrain: Region of Dreams
Organization: Solitary or Nightmare (1 plus 1-2 Temerits and 3-5 Derugits)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Adancement: 7-8 HD (medium)

a creature of about human height floats over without the use of its feet. It is dressed up very much as a clown, wearing a garish uniform and bearing a wide grin. On closer examination, everything about the clown looks wrong. His head is malformed with a smile too wide and a lack of ears. Several stakes, daggers, or similar implements are pierced into its body at random intervals, letting bits of blood run down. Rather than wearing shoes, its incorporeal feet are blue and incredibly swollen. Finally, it seems that all instances of red in the creature’s clothing and makeup reflect the light like fresh paint…or blood

Derrits are the taskmasters of dreamlings, obviously filled with constant pain (if their jerky movements are a good judge) and lash out at their underlings and even at the Relkors controlling them (an act that strangely seems to bear no consequences). Derrits rarely work on dreams themselves unless the job is important, the dreamer (or allies) have resisted previous attempts to influence dreams, or if their particular talents are needed. Derrits spend most of their time spreading nightmares for (seemingly) no reason at all other than to spread their suffering.
Although they sometimes attempt to perform, the wracking pain of their wounds always stops the performance midway through. However, Derrits are the only dreamlings capable of making vocal noises (such as coughs, laughs, and sobs) but still cannot speak.
Combat:
Derrits relish combat, fighting to the death and never retreating unless there is something important to report to the Relkor. They frequently use their alter dreamscape ability knowing that they can set up cover or similar advantages faster than their opponents can unravel them. They also make frequent use of the Intimidate skill if they suspect that there is any chance of success. Derrits almost always send defeated enemies into comas unless ordered to the contrary.
Alter Dreamscape (Ex): As a move action, a derrit can make a large change to the dreamscape of another. The geography can be slightly altered and both objects and creatures can be added or subtracted. Other changes to the environment can be made if they are in line with the power of a 4th level or lower spell. These changes last until the dreamer awakens or spends a standard action to return it to normal (if they notice the change).
Dreamscape Fighting (Ex): The derrit deals 6d6 nonlethal damage with their attacks. Whether making ranged or melee attacks, the preferred attack of a derrit is a serrated dagger that branches…and branches…and branches. Furthermore, although no extra damage is dealt, a single successful attack could consist of anywhere from one to a hundred thrown daggers at range or swift stabs in melee.
Influence Dreams (Su): A derrit is only capable of giving happy (DC 16), informative, sad (DC 16), prophetic (DC 16), nightmarish (DC 16), and haunting (DC 16) dreams.
Master of Dreams (Ex): Within the region of dreams, even weapons that a dreaming creature know themselves to possess may provide no harm. Whenever the derrit would be damaged by any creature other than another dreamling, the derrit has a 20% chance of simply ignoring this damage (this is in addition to the 50% miss chance that the derrit gains for being incorporeal).

NOTE: FEAR OF CLOWNS:
Spoiler
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To obtain, fight a derrit


Relkor
Large Outsider (Incorporeal)

Hit Dice: 10d8+40 (85 hp)
Initiative: +7
Speed: Fly 60 ft. (perfect)
AC: 16 (-1 size, +3 Dex, +4 deflection), touch 16, flat-footed 13
BAB/Grapple: +10/-
Attack: Dreamscape Fighting +12 melee or ranged (10d6 nonlethal damage)
Full Attack: Dreamscape Fighting +12 melee or ranged (10d6 nonlethal damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility, Lord of Dreams
Saves: Fort +10, Ref +10, Will +10
Abilities: Str -, Dex 16, Con 16, Int 17, Wis 16, Cha 19
Skills: Hide +15, Intimidate +17, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +16, Sense Motive +16, Spot +16
Feats: Dodge, Improved Initiative, Mobility, Improved Toughness
Climate/Terrain: Region of Dreams
Organization: Conspiracy (1 and 10-20 Derrits, 30-50 Temerits, and 70-100 Derugits)
Challenge Rating: 11
Treasure: None
Alignment: Always Neutral
Adancement: 11-16 HD (large)

A figure completely draped in violet cloaks slowly floats about. The figure seems roughly humanoid in shape but is twice the size of a man. Spirals, sigils, and glyphs completely cover the cloaks around the figure.

Relkors are the most powerful of all Dreamlings. Only a few exist and all of them congregate in the dreamheart, waiting for more of their mysterious portals to open up. When forced into action, they possess enough power to completely override another creature’s dreamscape and sustain it even after the dreaming creature leaves. Relkors typically reside on such dreamscapes after dragging them into the dreamheart.
Through means unknown, relkors alone are able to communicate with lesser dreamlings. Similarly, even though they do not speak, they understand all languages and are known to sometimes write messages.
The few beings that have peered underneath a relkor’s cloak have seen a disturbing sight. Millions of violet and crimson worms writhe endlessly around a collection of sporadically-placed, overlarge, bloodshot eyes.
Combat:
When a relkor enters combat, it usually does not bode well for the dreamer. Perhaps due to their frequent exposure to the dreamheart, most dreamers are about as powerless as the creatures they dream up are against them. Though they cannot eject a dreamer from their dreamscape or incorporate the dreamer into the dreamscape, just about everything else is possible, making relkors terrible foes.
Alter Dreamscape (Ex): As a swift action, a relkor can basically wrest control of a dreamscape away from its dreamer. The relkor alters the dreamscape in a manner in line with the power of a 6th-level spell or lower. The dreamer can only erase one such alteration by succeeding on an opposed Charisma check against the relkor as a standard action. If the dreamer is defeated by the relkor, they continue extending their control over the dreamscape and it does not disappear when the dreamer awakens.
Dreamscape Fighting (Ex): The relkor deals 10d6 nonlethal damage with their attacks. Unlike other dreamlings, a relkor’s attack has no appearance. The dreamer just suddenly sprouts wounds when hit.
Influence Dreams (Su): A relkor can give happy (DC 24), informative, sad (DC 24), prophetic (DC 24), nightmarish (DC 24), haunting (DC 24), surreal (DC 24), and enslaving (DC 24) dreams.
Lord of Dreams (Ex): Within the region of dreams, even weapons that a dreaming creature know themselves to possess likely provide no harm to a relkor. Whenever the relkor would be damaged by any creature other than another dreamling, the relkor has a 50% chance of simply ignoring this damage (this is in addition to the 50% miss chance that the derrit gains for being incorporeal).