Dream creatures are beings that dream in their waking moments and bring sleep to creatures that would otherwise be awake. They have the power to weave dreams into the world about them and to travel out of their bodies when sleeping.
Only a creature in a comatose slumber can become a dream creature. A grave injury, complete loss of reason, or an intellect damaged by a monster or poison might be the cause of the coma, but the comatose creature always moves in its sleep during the transformation to a dream creature. When it awakens, its consciousness lies somewhere between slumberous thought and reality.
Dream creatures often appear distracted, and daydreaming is common. When they use their power to merge the waking and dreaming worlds, however, their minds gain a crystal clarity and focus that is reflected on their countenances. Guided by the strange and mutable thought patterns of dreamers, dream creatures are chaotic by nature, but other than their powers and distracted demeanor, they have little in common with each other.
“Dream creature” is an acquired template that can be added to any creature that sleeps and whose Charisma, Intelligence, and Wisdom scores are each at least 3 (referred to hereafter as the base creature). A dream creature uses all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Alignment: Often chaotic neutral.
Size and Type: Size and type are unchanged, but the creature gains the chaotic subtype if the base creature did not already have it.
Special Attacks: The dream creature retains all the base creature's special attacks and gains those described here.
Any creature within 20 feet that meets the dream creature's gaze must succeed on a Will save (DC 10 + 1/2 dream creature's character level + dream creature's Cha modifier) or take a –5 penalty on Spot checks and a –2 penalty on Will saves against sleep effects for as long as it remains within range. A new save is required each round until the creature either fails or is no longer within range. A dream creature can suppress or resume this ability as a free action.
As a full-round action, a dream creature can sing a lullaby that puts nearby creatures to sleep. Any creature within 100 feet of the dream creature that can hear its song must succeed on a Will save (DC equals the dream creature's Perform [sing] check result) or fall asleep as though affected by a sleep spell for a number of rounds equal to the dream creature's character level. A creature that successfully saves cannot be affected by the same dream creature's sleep song again for 24 hours. Dream creatures are immune to their own and other dream creatures’ sleep songs. Sleep song is a sonic, mind-affecting, sleep effect.
A dream creature can cause the area within 100 feet of its position to become hazy and dreamlike at will. This effect penetrates solid objects and even crosses the boundary with the Ethereal Plane. Distances and speeds in the affected area become hard to judge. Bright areas seem dark, and dark areas appear to have some hazy illumination. Colors blend into one another in strange and unpredictable ways, and creatures seem to take on the features of objects or other creatures. Every creature in the affected area takes a –4 penalty on all attack rolls, checks, and saves as long as it remains in the area.
A creature outside the area taking any action that would affect creatures within or on the other side of the area also takes a –4 penalty on any associated roll or check. Waking dreams is an illusion (figment) effect with no save, but creatures that are immune to illusion effects are immune to this effect. True seeing and similar effects allow a creature to act in the affected area without taking the penalty. Dream creatures are immune to the penalties caused by their own waking dreams and those of other dream creatures.
Once per day, a dream creature can go to sleep and travel about ethereally. This ability works like the ethereal jaunt spell, except that the dream creature leaves its material body behind, and it can remain ethereal so long as its body sleeps.
At any point in time, the dream creature may go to sleep with the intent of traveling ethereally. When it does so, an ethereal version of it like that resulting from an ethereal jaunt spell rises from its sleeping body. This version of the dream creature can then travel about the Ethereal Plane, roaming material areas ethereally, and act as it wills. If its sleeping body takes damage, is subjected to a harmful spell or effect, or is awakened by a loud noise or vigorous motion, the ethereal form vanishes and the dream creature awakes with the knowledge of what its ethereal self experienced.
The same result occurs if the ethereal form leaves the Ethereal Plane (by its own will or by force), or “dies” (either from damage or from some magical effect). Beneficial spell effects cast on the body of the sleeping dream creature benefit its ethereal form as well, but negative effects that affect the ethereal form do not affect the sleeping body of the dream creature, nor do they affect the dream creature after it has awakened. If the ethereal form would become material through some action or effect, it vanishes and the sleeping dream creature awakens.
A dream creature takes a –2 penalty on saves against sleep effects. Furthermore, it counts as a creature with 2 fewer Hit Dice than it actually possesses for the purpose of determining the number and HD of creatures a sleep spell can affect.