# Abomination, Dream Larva >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Dream Larva</div> <div class="CR">CR 31 (13,107,200 XP)</div> <div class="SOU">Epic Level Handbook pg. 161</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Large Outsider (abomination, chaotic, evil) **Init** +7 **Senses** blindsight 500 ft., darkvision 60 ft., true seeing; **Perception** +50 #### defense **AC** 52, 12 touch, 49 flat-footed (+3 Dex, +40 natural, –1 size) **hp** 960 (40d10+560); max hp, regeneration 15 (weapons forged by a sleepwalking weaponsmith) **Fort** +28, **Refl** +25, **Will** +29 **Feint** 60, **Demoralize** 57 **Defensive Abilities** abomination traits **DR** 15/good and epic or lawful and epic; **SR** 42 **Immune** sonic; **Resist** cold 20, fire 20 #### offense **Speed** 80 ft., fly 240 ft. (perfect) **Melee** bite +57 (1d8+16), gore +57 (1d8+16), 4 claws +58 (1d6+16 plus grab), 4 pincers +54 (1d8+8 plus grab) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** nightmare dimension **Spell-Like Abilities** (CL 31st; Concentration +44) > **Constant**— _nondetection_, _true seeing_ > **At will**— _fly_, _haste_, _nightmare_, _prismatic spray_ > **5/day**— _summon_ (9th level, nightwalker 100%) > **3/day**— quickened _haste_ > **2/day**— _dreamscape_, _summon_ (level 9, nightwalker at 100%) #### statistics **Str** 42, **Dex** 17, **Con** 29, **Int** 16, **Wis** 24, **Cha** 36 **BAB** +40, **CMB** +46, **CMD** 59, **TA** +55, **RTA** +42 **Feats** [[Cleave]], [[Combat Reflexes]], [[Epic Fortitude]], [[Epic Prowess]], [[Epic Toughness]], [[Epic Weapon Focus]] (claw), [[Epic Weapon Focus]] (pincer), [[Flyby Attack]], [[Great Cleave]], [[Great Fortitude]], [[Improved Great Fortitude]], [[Improved Initiative]], [[Improved Sunder]], [[Multiattack]], [[Power Attack]], [[Quicken Spell-Like Ability]] (haste), [[Weapon Focus]] (bite), [[Weapon Focus]] (claw), [[Weapon Focus]] (gore), [[Weapon Focus]] (pincers) **Skills** Bluff +56, Diplomacy +56, Escape Artist +46, Fly +52, Intimidate +56, Perception +50, Sense Motive +50, Spellcraft +46, Stealth +44 **Languages** Abyssal, Celestial, Infernal; telepathy 1000 ft. **SQ** nightmare form #### special abilities ### Nightmare Dimension (Su) If a dream larva starts its turn grappling a creature in its tenacles, it can physically send that creature into the nightmare dimension as a free action. The affected creature must succeed at a DC 43 Will save or transported to a shrieking maelstrom of dreams, unable to take actions. Such creatures take 1d6 points of Wisdom damage for each round they are in the Nightmare Dimension. A creature reduced to 0 Wisdom instead takes 1d6 points of Constitution damage. Creatures cast into the Nightmare Dimension return 2d4 rounds later in the square from which they disappeared. This is a teleportation effect. The save DC is Charisma-based. ### Nightmare Form (Su) Each time a creature first views a dream larva from a distance of 30 feet or less, the subject sees the image of the most fearsome creature imaginable. This is not an illusion or phantasm; the dream larva truly becomes, for just that instant, the subject's worst nightmare. Even if simultaneously viewed by dozens of different creatures, the dream larva appears differently to each one of them. Creatures must succeed at a DC 43 Will save or die from the supernatural horror revealed. A creature that succeeds at this saving throw is immune to that dream larva's nightmare form ability. This is a mind-affecting fear effect. The save DC is Charisma-based #### ecology **Terrain** Any **Organization** Solitary, pair, or solitary plus 1–4 nightwalkers **Treasure** Standard **Advancement** 41–65 HD (Large); 66–84 HD (Huge); 85–110 HD (Gargantuan) Dream larvae are the misbegotten offspring of deities of fancy, longing, and dream. Most creatures know the startlement of a night terror—a bolt of horror that wakes the sleeper from a dead sleep. Dream larva are night terrors that escape from dream into the waking world, nightmares made manifest. They have no specific form, but instead are every creature’s worst nightmare—each observer sees a dream larva for the first time as the most fear-some, terrible creature imaginable. To those that survive that squamous vision, dream larvae ap-pear as large humanoid shapes composed of thousands of crawling larval worms. Dream larvae have horns, a cruelly fanged mouth, four arms ending in claws, and four arms tipped with pincers. No one knows how many dream larvae infest the various regions of dreams. Most sleepers never dream the forbidden dreams that send their thoughts into the self-perpetuating nightmares that conceal and trap individual dream larvae. Such forbidden dreams are normally only triggered by the discovery of certain banned, divine manuscripts that have been mostly purged from the multiverse. However, sometimes dream larvae are disturbed nonetheless (or purposefully summoned).When they are, they follow the dreamer back into the waking world, and attempt to plunge all creation into a true nightmare of their own invention. ### Combat The mere sight of a dream larva kills all but the most strong-minded. Dream larvae who get a good grip on their foes can send them physically into specially prepared nightmares for a time. Dream larvae rarely do anything without summoning a nightwalker to help them bring the terrors of the night into the day.