# Dream Vestige >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >tendrilsMelee/Ranged: +10/+15 > >Secondary: +5/+10 > >Multiattack: +8/+13 > >M/R_PA: +10/+15 > >2nd/PA: +5/+10 > >MA_PA: +8/+13 > >Itterative: 3 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 18; Dex: 23; Con: 18; Int: 22; Wis: 23; Cha: 26 > > xFeat:: 6/9 (3) > > > > > > xLang:: 0/4 (4) <div class="grid-container"><div class="MON">Dream Vestige</div> <div class="CR">CR 16 (76,800 XP)</div> <div class="SOU">Libris Mortis</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Huge Undead (incorporeal) **Init** +9 **Senses** blindsight 120 ft., darkvision 60 ft.; **Perception** +25 **Aura** frightful presence (DC 23 Will, 60 ft.), desecrating aura (20 ft.) #### defense **AC** 31, 31 touch, 26 flat-footed (+18 deflection, +5 Dex, -2 size) **hp** 204 (17d8+136) **Fort** +15, **Refl** +12, **Will** +17 **Feint** 35, **Demoralize** 32 **SR** 27 #### offense **Speed** fly 40 ft. (perfect) **Melee** 4 tendrils +15 (3d6 plus form consumption) **Space** 15 ft., **Reach** 20 ft. **Special Attacks** deflective aura, desecrating aura, dream travel, form consumption, spawn #### statistics **Str** —, **Dex** 20, **Con** —, **Int** 18, **Wis** 20, **Cha** 26 **BAB** +12, **CMB** +14, **CMD** 47, **TA** +10, **RTA** +15 **Feats** [[Combat Reflexes]], [[Great Fortitude]], [[Improved Initiative]], [[Iron Will]], [[Lightning Reflexes]], [[Weapon Finesse]] **Languages** #### special abilities ### Deflective Aura (Su) A dream vestige is protected by a powerful aura of dream energy, granting it a deflection bonus to Armor Class equal to 10 plus its Charisma modifier. ### Desecrating Aura (Su) A dream vestige gives off a 20-foot-radius emanation of utter desecration, imbuing its surroundings with negative energy. This ability works much like a desecrate spell, except the vestige itself is treated as the shrine of an evil power. Its desecrating aura is suppressed if a dream vestige enters a consecrated or hallowed area, but the dream vestige's presence also suppresses the consecrated or hallowed effect for as long as it remains in the area. ### Dream Travel (Su) A dream vestige can pull itself fully into the world of dreams, leaving behind the waking world, as a standard action. For every minute the vestige moves through the dream region, it travels 5 miles in the waking world. A dream vestige can also use this ability to travel across planar borders, should it desire. A dream vestige always knows where it will come out in the waking world. ### Form Consumption (Su) When a dream vestige drains a victim's Intelligence, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. Should a dream vestige ever acquire a number of temporary hit points equal to its full normal hit points, it self spawns (see below). Creatures reduced to 0 Intelligence by this ability are automatically engulfed and dissolved by the dream vestige, leaving nothing behind. ### Self-Spawn (Ex) When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige's full normal total.