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|monster=Dreamnaught
 
|monster=Dreamnaught
 
|size=Colossal |type=Outsider |subtypes=Evil
 
|size=Colossal |type=Outsider |subtypes=Evil
|hd=56d8+840 |hp=1095
+
|hd=56d8+1050 |hp=1305
|init=+8
+
|init=+12
 
|speed=60 ft (12 squares), 30 ft fly (perfect), 60 ft swim
 
|speed=60 ft (12 squares), 30 ft fly (perfect), 60 ft swim
 
|ac= 40 (+4 dex, +15 deflection, +19 natural, -8 size) |touch=21 |flat=36
 
|ac= 40 (+4 dex, +15 deflection, +19 natural, -8 size) |touch=21 |flat=36
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|space=30 ft |reach=20 ft (30 ft with tentacles)
 
|space=30 ft |reach=20 ft (30 ft with tentacles)
 
|sa=Catapult Toss, Improved Grab, Frightful Presence, Maddening Presence, Spell-like Abilities
 
|sa=Catapult Toss, Improved Grab, Frightful Presence, Maddening Presence, Spell-like Abilities
|sq=Absolute Terror Field, Damage Reduction 30/epic, Damage Reduction 10/-, Darkvision 60 ft, Eyes Everywhere, Immunity to force, mind-affecting, poison, disease, energy drain, ability damage, and ability drain, Mindsight 100 ft, Regeneration 50, Spell Resistance 40, Unreality
+
|sq=Absolute Terror Field, Damage Reduction 30/epic, Damage Reduction 10/-, Darkvision 60 ft, Eyes Everywhere, Immunity to force, mind-affecting, poison, disease, energy drain, ability damage, and ability drain, Mindsight 100 ft, Regeneration 40, Spell Resistance 40, Unreality
 
|fort=+44 |ref=+34 |will=+35
 
|fort=+44 |ref=+34 |will=+35
 
|str=56 |dex=18 |con=39 |int=8 |wis=20 |cha=41
 
|str=56 |dex=18 |con=39 |int=8 |wis=20 |cha=41
 
|skills=Concentration +73, Hide +57, Intimidate +90, Knowledge The Planes +58, Listen +64, Move Silently +63, Spot +64
 
|skills=Concentration +73, Hide +57, Intimidate +90, Knowledge The Planes +58, Listen +64, Move Silently +63, Spot +64
|feats=[[SRD:Power Attack|Power Attack]], [[SRD:Improved Initiative|Improved Initiative]], Improved Toughness<sup>CW</sup>, [[SRD:Dodge|Dodge]], [[SRD:Mobility|Mobility]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Cleave|Cleave]], [[SRD:Epic Skill Focus|Epic Skill Focus (Hide)]], 24, 27, 30, 33, 36, 39, 42, 45, 48, 51, 54
+
|feats=[[SRD:Power Attack|Power Attack]], [[SRD:Improved Bull Rush|Improved Bull Rush]], [[SRD:Improved Initiative|Improved Initiative]], Improved Toughness<sup>CW</sup>, [[SRD:Dodge|Dodge]], [[SRD:Mobility|Mobility]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Cleave|Cleave]], [[SRD:Great Cleave|Great Cleave]], [[SRD:Epic Skill Focus|Epic Skill Focus (Hide)]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Awesome Blow|Awesome Blow]], [[SRD:Epic Toughness|Epic Toughness]] (x7)
 
|env=Plane of Dreams or Far Realm
 
|env=Plane of Dreams or Far Realm
 
|org=Solitary
 
|org=Solitary
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|treas=None
 
|treas=None
 
|align=Always Neutral Evil
 
|align=Always Neutral Evil
  +
|adv=57-112 HD (Colossal), 113-168 HD (Titanic)
|adv=
 
 
}}
 
}}
   
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<!--Combat information here.-->
 
<!--Combat information here.-->
   
'''<!--Special ability (tagged with Su, Ex, Sp, or Ps if applicable)-->:''' <!--Special ability description.-->
+
'''Absolute Terror Field ([[Su]]):''' <!--Special ability description.-->
   
'''<!--Another special ability (tagged with Su, Ex, Sp, or Ps if applicable)-->:''' <!--Special ability description.-->
+
'''Catapult Toss ([[Ex]]):''' <!--Special ability description.-->
   
'''<!--Another special ability (tagged with Su, Ex, Sp, or Ps if applicable)-->:''' <!--Special ability description.-->
+
'''Eyes Everywhere ([[Ex]]):''' <!--Special ability description.-->
  +
  +
'''Improved Grab ([[Ex]]):''' To use this ability, the tarrasque must hit a Huge or smaller opponent with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to catapult the foe the following round.
  +
  +
'''Frightful Presence ([[Su]]):''' The dreamnaught can inspire terror by charging or attacking. Affected creatures must succeed on a DC 53 [[Will]] save or become shaken, remaining in that condition as long as they remain with 60 feet of the dreamnaught. A creature which successfully saves remains immune to this frightful presence for 24 hours. The save DC is [[Charisma]]-based.
  +
  +
'''Maddening Presence ([[Su]]):''' The dreamnaught's presence reduces the sanity of others simply by existing. Affected creatures must succeed on a DC 53 [[Will]] save or become become afflicted with a [[Maddened (3.5e Condition)|maddening essence]], remaining in that condition as long as they remain with 30 feet of the dreamnaught. If a creature leaves the area and returns they must make another saving throw. The save DC is [[Charisma]]-based. This is a mind-affecting effect.
  +
  +
'''Mindsight ([[Su]]):''' <!--Special ability description.-->
  +
  +
'''Regeneration ([[Ex]]):''' No form of attack deals lethal damage to the dreamnaught. The dreamnaught regenerates even if it fails a saving throw against a ''[[SRD:Disintergrate|disintegrate]]'' spell or a death effect. If the dreamnaught fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 1305 hp). The tarrasque is dreamnaught to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
  +
  +
The dreamnaught can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1305 hit points) and using a wish or miracle spell to keep it dead, or through the use of rare artifacts like the [[sword of mental death]].
  +
  +
If the dreamnaught loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
  +
  +
'''Spell-like Abilities ([[Sp]]):''' <!--Special ability description.-->
  +
  +
'''Unreality ([[Ex]]):''' Composed of the essence of dreams, its reality is questionable, even as it has very real effects upon the world. All melee and ranged attacks against the dreamnaught have a 20% miss chance. This miss chance is not the same as concealment and does not preclude the posibility of effective sneak attacks.
   
 
If you are using the book ''Hyperconciousness'' the Dreamnaught is considered to have the Dreamborn subtype.
 
If you are using the book ''Hyperconciousness'' the Dreamnaught is considered to have the Dreamborn subtype.

Revision as of 05:41, 20 April 2010

Created By
Eiji-kun (talk)
Date Created: 4-19-10
Status: Complete
Editing: Please feel free to edit constructively!


Dreamnaught
Size/Type: Colossal Outsider (Evil)
Hit Dice: 56d8+1050 (1305 hp)
Initiative: +12
Speed: 60 ft (12 squares), 30 ft fly (perfect), 60 ft swim
Armor Class: 40 (+4 dex, +15 deflection, +19 natural, -8 size), touch 21, flat-footed 36
Base Attack/Grapple: +56/+95
Attack: Claw +71 melee (6d6+23, 20/x2)
Full Attack: Two Claws +71 melee (6d6+23, 20/x2) and Two Tentacles +66 melee (3d6+11 plus grab, 20/x2) and Bite +66 melee (6d6+11 plus curse, 20/x2)
Space/Reach: 30 ft/20 ft (30 ft with tentacles)
Special Attacks: Catapult Toss, Improved Grab, Frightful Presence, Maddening Presence, Spell-like Abilities
Special Qualities: Absolute Terror Field, Damage Reduction 30/epic, Damage Reduction 10/-, Darkvision 60 ft, Eyes Everywhere, Immunity to force, mind-affecting, poison, disease, energy drain, ability damage, and ability drain, Mindsight 100 ft, Regeneration 40, Spell Resistance 40, Unreality
Saves: Fort +44, Ref +34, Will +35
Abilities: Str 56, Dex 18, Con 39, Int 8, Wis 20, Cha 41
Skills: Concentration +73, Hide +57, Intimidate +90, Knowledge The Planes +58, Listen +64, Move Silently +63, Spot +64
Feats: Power Attack, Improved Bull Rush, Improved Initiative, Improved ToughnessCW, Dodge, Mobility, Spring Attack, Cleave, Great Cleave, Epic Skill Focus (Hide), Superior Initiative, Awesome Blow, Epic Toughness (x7)
Environment: Plane of Dreams or Far Realm
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Always Neutral Evil
Advancement: 57-112 HD (Colossal), 113-168 HD (Titanic)
Level Adjustment:


'


The Dreamnaught understands Abyssal, Celestial, Common, and Infernal. It supposedly can speak, but has not uttered a word in a thousand years. It is said that whenever it does speak, it is a brief message of such importance and weight as to cause a change in the balance of the cosmos itself.

Combat

Absolute Terror Field (Su):

Catapult Toss (Ex):

Eyes Everywhere (Ex):

Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to catapult the foe the following round.

Frightful Presence (Su): The dreamnaught can inspire terror by charging or attacking. Affected creatures must succeed on a DC 53 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the dreamnaught. A creature which successfully saves remains immune to this frightful presence for 24 hours. The save DC is Charisma-based.

Maddening Presence (Su): The dreamnaught's presence reduces the sanity of others simply by existing. Affected creatures must succeed on a DC 53 Will save or become become afflicted with a maddening essence, remaining in that condition as long as they remain with 30 feet of the dreamnaught. If a creature leaves the area and returns they must make another saving throw. The save DC is Charisma-based. This is a mind-affecting effect.

Mindsight (Su):

Regeneration (Ex): No form of attack deals lethal damage to the dreamnaught. The dreamnaught regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the dreamnaught fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 1305 hp). The tarrasque is dreamnaught to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

The dreamnaught can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 1305 hit points) and using a wish or miracle spell to keep it dead, or through the use of rare artifacts like the sword of mental death.

If the dreamnaught loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Spell-like Abilities (Sp):

Unreality (Ex): Composed of the essence of dreams, its reality is questionable, even as it has very real effects upon the world. All melee and ranged attacks against the dreamnaught have a 20% miss chance. This miss chance is not the same as concealment and does not preclude the posibility of effective sneak attacks.

If you are using the book Hyperconciousness the Dreamnaught is considered to have the Dreamborn subtype.



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