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Dreamkiller
An anthropomorphic figure of brass and iron, with a faceplate resembling a knightly helmet, scythe-like blades extending from its arms, and two rows of vertical pipes coming out of its back.
CR 10; 9,600 XP
LN Medium Construct
Init +4; Senses darkvision 60 ft., low-light vision, sense dreams; Perception +16
Defense
AC 24, touch 18, flat-footed 20 (+4 deflection, +4 Dex, +6 natural)
hp 114 (12d10+48)
Fort +10, Ref +14, Will +14
AC 24, touch 18, flat-footed 20 (+4 deflection, +4 Dex, +6 natural)
hp 114 (12d10+48)
Fort +10, Ref +14, Will +14
Defensive Abilities superior toughness 4; DR 10/adamantine and magic; Immune construct traits
Offense
Speed 40 ft.
Speed 40 ft.
Melee 2 armblades +20 (2d6+7, 19–20/×2)
Special Attacks enhanced armblades, pounce
Statistics
Str 22, Dex 18, Con —, Int 19, Wis 19, Cha 19
Str 22, Dex 18, Con —, Int 19, Wis 19, Cha 19
Base Atk +12; CMB +18; CMD 36
Feats Combat Reflexes, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (armblade)
Feats Combat Reflexes, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (armblade)
Skills Knowledge (arcana) +16, Knowledge (local) +16, Knowledge (planes) +16, Perception +16 Sense Motive +16
Language Aklo, Common, Duc, Sylvan
SQ horns of awakening, internal clock
Enhanced Armblades (Su) Dreamkiller's armblades are natural melee attacks that have +1 enhancement bonus to attack and damage, and ghost touch weapon property. They are made of combination of silver and cold iron and count as bane weapon against creatures that come from or are innately related to dreams, such as awakened dreams, dreamsippers, bushyasta divs, and certain ghosts.
Horns Of Awakening (Su) As a full-round action, Dreamkiller can pump air through the pipes on its back producing a very low, far-reaching buzzing that can easily awaken sleeping creatures within up to 1 mile. Each round Dreamkiller blows the horns, each still sleeping creature has to make a Perception check (DC 10), waking up on a success. Each creature under a magical sleep effect within 1 mile is subject to a single greater dispel magic (dispel check bonus is 11+the number of rounds the horns were blown). This is a sonic effect.
Internal Clock (Ex) Dreamkiller is perfectly aware of flow of time, current time, seasons, and the position the sun and moon should be occupying in the sky.
Sense Dreams (Su) Dreamkiller senses all sapient creatures sleeping within 60 feet and knows which of them are currently dreaming. It can also detect dream-creatures as if possessed blindsense with the same range.
Superior Toughness 4 (Ex) Dreamkiller has 4 additional hit points per HD and gains +4 bonus to all saving throws.
Not one of the denizens of Leshiskovo expected how their lives would change when the darkness fell on their quaint township. The sun's failure to rise in the mornings disturbed their daily routine but the local baron—a benevolent if detached ruler—quickly found a way, constructing the magical watchman whose main role was waking up the citizens at regular intervals so the everyday life could continue despite there being no actual daylight. He also funded new web of lanterns and many other conveniences helping people deal with the eternal night.
It worked for a time, until the good baron's demise. Well, the cracks in the façade of normality started showing earlier, with more and more people suffering from nightmares, more and more people unwilling, or unable to get up at the prescribed times. Before his death, the baron tinkered with his watchman more and more, making it more durable, making its horn louder, and making it more dedicated to its mission. When the good baron finally succumbed to his age, the things turned to the worse—the nightmares started to reach beyond the veil of dreams and started to manifest in the town. At that time, the watchman took further steps to tinker with its own construction growing to become protector of the city from the rogue dreams.
It worked, for a time. The old baron instilled in his creation utter dedication to the mission given, but didn't took into account that the mechanical mind doesn't really understand mortal needs, corporeal or spiritual. The watchman instituted a global curfew and a strict wake up signal, repeated four times a day, disrupting nightmares and benevolent dreams alike and earning itself the name of Dreamkiller from the population. In mean time, the inheritance of the baron's seat got entangled in legal hurdles, direct heirs being unwilling to take over afflicted township, other heirs expecting to receive tribute from the town without any obligations on their part.
For now, the Dreamkiller keeps its watch over city enforcing the rules regarding the daily cycles, sleep, and dreaming, without much regard for the strain it puts on the citizens.
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