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Dragonlord's Dream Wand

by Aoz

These wands were created by a fiend in hopes of spreading chaos in Glantri.

 
Dragonlord's Dream Wand
The fiend thought the name was better than the Dream Spirit Wand
Image from tumblr.com

 
The wand has 6 charges. Recover 1d4+2 charges every night.

[Uses 3 charges] Dragon dream mist: This spell sends creatures into a magical slumber. Roll 10d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point that are hostile within range are affected in ascending order of their current hit points.

[Using 5 charges] Dreamtime: Save vs Rod
Failed: Places any one entity (up to 40 HD) from human, elf, faerie, Creatures of magical like dragons even the unsleeping like the undead are placed into an artificial magical slumber. Bypassing normal immunities (certain spells and magic items that block mental attacks like Mind Blank and a ring of mind shielding will protect the target and cause the wand's user to suffer backlash (see below). The Spellcasters from the Glantri Secret Arts of Dreaming may have a spell or two to deal with the wand powers.

Exalted, Constructions (Golems to robots), Beings from the Dream realm, fiends, titans and Immortals are Immune. Not only are they Immune but the wand's user with suffer instant backlash as if a Nightmare failed: pounding headache (for 2 turns), the wand's user takes 2d10 Mental damage and shaken (for 4 turns).

 
[Using 1 charge] Nightmare

This spell shapes a creature's dreams. The target must be touched with the wand on the head. Then wand sends the wand's user, enters into a trance like state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

The target must be asleep, the wand will make the messenger appear monstrous and terrifying to the sleeper. The messenger can deliver a message of no more than ten words and then the target must make a saving throw vs spell. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep (no more than 1 hour) and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up with a pounding headache (for 1 turn), the sleeper takes 1d10 Mental damage and shaken (for 2 turns).

However, on a save, the sleeper defeats the Messager and the Messager wakes up with a pounding headache (for 2 turns), the sleeping student takes 2d10 Mental damage and shaken (for 4 turns).

Fiendish Note: If the dreamer or the Messager die then an Entropy Dream Spirit is released into the waking world.

Entropy Dream Spirit or more likely a new form of shadow demon.
Image from pinimg.com

Armor Class: See below
Daylight or light spell 10
Dusk or moonlight 5
Night [darkness or dim light] 0
Saves as an 8th level fighter
Thaco: 12
Hit Points: 2 per level/HD of victim (maximum 72 hp)
Speed: 120/40 ft.
STR 6
DEX 14
CON 10
INT 6 plus 1 per 6 levels of dreamer/Messager (max 12)
WIS 10
CHA 8

Alignment: Chaotic

Size: 12hp and under S, 13-24 hp M, 25-48 hp L and 49-72 hp G

Damage Weak: Radiant. Light spell cast directly on the spirit causes 4d6 damage. Turning and holy water [per vial] (causes 1d6 damage)

Damage Resistances (1/2): Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Necrotic, Poison

Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, and Restrained

True-sight 60 ft., Passive Perception 10

Languages: understands all languages but cannot speak (can growl, groan and hiss)

Multi-attack. 2

Chilling Hand touch: (bite, claw, tackle, etc...)
S: 1d4 cold plus save vs spell (slowed for 1 round)
M: 1d6 cold plus save vs spell (slowed for 1 round)
L: 1d8 cold plus save vs spell (slowed for 1 round)
G: 1d10 cold plus save vs spell (slowed for 1 round)

Dream Mist (once/Day). The spirit breaths a dark mist. Each creature within 30 feet of it must succeed on a saving throw against breath weapon or fall asleep (as normal sleep spell) for 1 minute.

Dream Feed: (once/night). Anyone sleeping creature (casting time is 3 rounds if interrupt the spell is ruined for that day). Can feed on one creature. Inflicting twice Chilling Hand touch as mental damage (no save)* and healing itself half the damage it inflicted on the sleeping creature. Must feed every night or lose twice Chilling Hand touch in hit points at dawn. *The target will wake up shaken that lasts for 1 turn per point inflicted.

Amorphous. The dream spirit can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the spirit can Hide in shadows at 88%.

Sunlight Weakness. While in sunlight, the dream creature has an AC of 10 plus has disadvantage on attack rolls, ability checks, and saving throws of -4.

The Entropy Dream Spirit will never attack the holder of the wand. It will withdraw into the night.

 
Note: If the wand is ever destroyed then all Entropy Dream Spirits brought to the waking world by that wand instantly vanish from the waking world as if they were never here.