Dream Drowner

Level 12
Creature· aberrationRareLargeRemaster
AC 31
HP 220
Speed 10 ft.
Fort +25
Ref +19
Will +22
Perc +22
Size Large
Rare
Immunities mental, poison
Resistances cold 10
Spells
Occult Innate Spells (DC 32, attack +24)
Languages aklo, common, sakvroth, thalassic
Senses darkvision, wavesense 20 ft. (imprecise)
Speeds 10 ft., swim 80 ft.
Skills arcana +25, occultism +25, society +25, athletics +23, deception +23, intimidation +23, stealth +22
Recall Knowledge occultism DC 35

Attacks

Melee Tentacle +26/+22/+18(agile, magical, poison, reach 10 ft.)
Damage: 3d8+6 bludgeoning + 2d6 poison
Effect: eldritch toxin
Melee Pincer +24/+19/+14
Damage: 3d10+12 bludgeoning
Effect: grab

Abilities

Telepathy 100 feetinteraction(aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

+1 Status to All Saves vs. Magicdefensive
Entrancing Movementdefensive(aura, occult, visual)

30 feet. The dream drowner's tentacles move with hypnotic grace. When a creature ends its turn in the dream drowner's aura, it must attempt a DC 32 will save, becoming Stupefied 1 on a failure (or increasing its stupefied value by 1, to a maximum of 4). The dream drowner can deactivate or activate this aura by using a single action, which has the concentrate trait.

Eldritch Toxinoffensive(curse, occult)

A creature touched by a dream drowner's tentacles must succeed at a DC 29 will save or become Stunned 1 (Stunned 2 on a critical failure).

Entangled Thoughtsoffensive(emotion, mental, occult)

A creature affected by a dream drowner's Dominate spell becomes Confused for 1 minute after the dominate spell ends. The creature can attempt a DC 32 will save at the end of each of its turns to end the condition.

Mind Leechoffensive(mental, occult)

When a creature fails or critically fails a Will save against a dream drowner's occult innate spells, the creature takes 1d6 nonlethal mental damage per rank of the spell.

Subjugate Minds◆◆offensive(concentrate, mental, occult)

A dream drowner assaults the minds of distracted creatures. Each creature within a 20-foot emanation that has the Fascinated or stupefied condition takes 10d8 mental damage (DC 32 will save). The dream drowner can't use this ability again for 1d4 rounds.

Tentacle Flurry◆◆offensive

The dream drowner makes a tentacle Strike against each creature within its reach. These Strikes count toward the dream drowner's multiple attack penalty, but the multiple attack penalty doesn't increase until after the dream drowner makes all its attacks.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Description

Dream drowners are anemone-like predators from Orv's flooded vaults. A dream drowner indefinitely parasitizes and mentally controls a host to serve as its mount as it seeks out the thoughts of thinking prey to consume. So far, any attempt to communicate with these creatures elicits aggression, yet the beings' behavior demonstrates extraordinary intelligence.