# 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.