Quori, Dream Master

When Sheriff Manth entered the house, he was already aware that the poor farmer that lived here was already off his rocker. Having served in the Last War and survived just to come home and find your wife dead of the plague is enough to push anyone. But when Tabil began ranting at the tavern that his wife had come back to him in his dreams, everyone assumed he had just cracked. It wasn't until the Orien stagecoach came through town, carrying some hush-hush shipment from Wroat that it was clear what really happened to Tabil.

Around the kitchen table were the Orien guards, each bound, gagged and bled out like livestock. Over the fire pit, what remained of the house scion was left roasting over the spit. Tabil laid on his bed; his dead empty eyes staring at some strange drawing of a four-armed crab with long tail... almost like it was flying or swimming. All around it, written in blood, over and over again, was "She is with me now."

Quori, Dream Master

CR 11

XP: 12,800

LE Large Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)

Init: +4; Senses: See in Darkness; Perception +19

DEFENSE:

AC: 27, Touch 13, Flat-Footed 24 (-1 size, +4 Dex, +6 armor, +8 natural)

HP: 120 (12d10+60)

Fort: +8; Ref: +12; Will: +12

DR: 5 / good

Immune: fear, charm, sleep; Resist: acid 10, cold 10, electricity 10; SR: 23

OFFENSE:

Speed: 30 ft, fly 40 ft. (perfect)

Melee: 4 pincers +15 (2d6+4) plus Daze

Space: 10 ft.; Reach: 10 ft.

Psi-Like Abilities: (ML 12th, concentration +16, expend psionic focus to add +2 DC)

At Will - Induce Awe (DC 16), Detect Hostile Intent, Mind Thrust (DC 15), Mindlink

3/day - Inertial Armor (+9 armor bonus), Mind Probe (DC 19)

1/day - Astral Contract (level 6 construct), Hostile Empathic Transfer (DC 17), Inflict Pain (DC 16), Mindwipe (DC 18), Schism

STATISTICS:

Str 18, Dex 18, Con 18, Int 22, Wis 19, Chr 19

Base Atk: +12; CMB: +16; CMD: 30

Feats: Advanced Constructs, Greater Psionic Endowment, Power Penetration, Psionic Body, Psionic Meditation, Psionic Endowment

Skills: Autohypnosis +19, Bluff +19, Diplomacy +19, Disguise +19, Intimidate +19, Fly +25, Knowledge (psionics) +21, Knowledge (planes) +21, Perception +19, Sense Motive +19, Stealth +18, Spellcraft +21

Languages: Common, Quori, Reidran, telepathy 100 ft.

SPECIAL ABILITIES:

Aligned Natural Weapons (Su): The natural attacks of a dream master are considered evil-aligned and law-aligned for the purposes of overcoming damage reduction.

Daze (Ex): A creature struck by one of the dream master's pincers makes a Will save, DC 20, or is dazed for 1 round. This ability is Charisma based.

Greater Teleport (Su): On the plane of Dal Quor, dream masters can use Greater Teleport at will, as the spell (Caster Level 13th), except that the quori can only transport itself and up to 50 pounds of material. This ability does not function on other planes, including the Material Plane.

Invade Dreams (Su): If the dream master physically resides in Dal Quor, then once per day, as a standard action, it can target a single sentient creature on the Material Plane with either a Dream or Nightmare spell (DC 19). In either case, the caster level for this is 9th. When using the Dream option, the dream master can disguise himself as per the Alter Self spell, but only within the scope of the Dream effect. The DC of this ability is Charisma based.

Possession (Su): All quori have the possession ability in order to enter a willing host. Unlike a typical possession, the host must be willing, if not necessarily well informed, and must have a Charisma of 9 or higher. If the host's Charisma ever falls below 9, the quori invader is immediately vented into an adjacent square.

ECOLOGY:

Environment: Dal Quor

Organization: Solitary or entourage (1 plus 2-5 tsucora quori)

Treasure: Double (no coins)

Role: Spell

Source: MoE, pg. 148

Dream masters are lieutenants in the forces of Dal Quor; responsible for coordinating dozens of tsoreva and tsucora quori in their respective missions. To that end, it often spends countless hours searching the dreams of mortals that might prove useful in some way. An expert in manipulation and deception, a dream master is fully confident in its ability to locate and seduce a helpless dreamer into accepting possession. While it usually hands these hosts off to other quori, a dream master must sometimes come to the Material Plane itself to oversee something. When that occurs, it is a terror to fight.

First and foremost, a dream master will try to maintain its disguise as much as possible, often sending its astral construct to deal with meddlers, while maintaining its alibi. As it always has Detect Hostile Intent active, catching it surprised is rare. It will buy time, luring the would-be ambushers, so it can manifest Inertial Armor and Schism. Once combat has started in earnest, it make use of Mind Thrust, Inflict Pain and Mindwipe, while allowing its Astral Construct to do the physical exchange. If, somehow, the dream master is caught outside of its host, it appears as a 12 foot tall, four-armed crab with a long snake-like tail and no legs, eyes or face.