Basidirond, Dreamthief

This strange mushroom-like tree consists of four spider stalks, long green tendrils, and an inverted bell-shaped cap.

Dreamthief Basidirond CR 15

XP 51,200
Spellcaster (arcane)
N Huge plant
Init +9; Senses low-light vision, tremorsense; Perception +10


AC 29, touch 13, flat-footed 24 (+5 Dex, +16 natural, -2 size)
hp 256 (19d6+190)
Fort +16, Ref +11, Will +16
Immune cold, plant traits
Weaknesses cold lethargy


Speed 0 ft.
Melee 4 slams +18 (1d8+11 plus attach and poison) Size 15 ft.; Reach 10 ft. (15 ft. with slam)
Spell-Like Abilities (CL 19th, concentration +21)

Special Attacks mind thrust, mindtheft, pollen spray, psychic crush


Str 33, Dex 20, Con 31, Int 18, Wis 21, Cha 14
Base Atk +9; CMB +22; CMD 37 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Greater Disarm, Greater Trip, Improved Disarm, Improved Trip, Improved Initiative, Quicken Spell-Like Ability (programmed image), Skill Focus (Bluff), Stand Still
Skills Bluff +27, Diplomacy +21, Knowledge (all) +17, Perception +10, Sense Motive +24 Languages none; telepathy 300 ft.


Cold Lethargy (Ex)

Although a dreamthief basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.

Mindtheft (Ex)

The dreamthief basidirond can grow a branch into a victim’s brain with a slam attack as a standard action. The branch deals 1d6 points of Intelligence drain. A successful DC 29 Fortitude save negates the Intelligence drain. The save DC is Constitution-based.

Mind Thrust (Su)

Once a day as a standard action, a dreamthief basidirond can deliver a massive blast of stored mental energy at one target within 60 feet, inflicting 15d10 points of damage. A successful DC 21 Will save negates the effect. This effect can only harm creatures with Intelligence scores and it is a mind-affecting effect. The save DC is Charisma-based.

Pollen Spray (Ex)

As a standard action, the dreamthief basidirond can spray a cloud of pollen at a single creature within 60 feet. It must make a ranged touch attack to strike the target, who must then succeed on a DC 29 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the plant’s reach, at which point an entranced creature remains motionless and counts as helpless. The save DC is Constitution-based.

Poison (Ex)

Slam injury; save Fort DC 29; frequency 1/round for 6 rounds; effect unconsciousness for 2d4 hours; cure 1 save. The save DC is Constitution-based.

Psychic Crush (Su)

Once per day as a standard action, a dreamthief basidirond can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 21 Will save or collapse, becoming unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.


Environment temperate or warm underground
Organization solitary, pair, or grove (3-8)
Treasure standard

Aging basidironds take root in soil, growing into strange fungal trees. While not naturally intelligent, the creatures learn to steal brain matter from those they feed upon, allowing it to grow a composite personality from dozens of minds. The creature wields hallucinatory spores with surgical precision, creating elaborate illusions from collected memories. Unconscious victims find themselves trapped in detailed dream-realms, as the plant keeps them calm enough to eat their brain for days.

Section 15: Copyright Notice

The Genius Guide to the Talented Bestiary. Copyright 2017, Rogue Genius Games; Authors: ???

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