Dream Vestige

Dream Vestige CR 16/MR 6

XP 76,800
CE Huge undead (incorporeal, mythic)
Init +17 (M); Senses arcane sight, blindsight 120 ft., darkvision 60 ft., Perception +26
Aura desecrating aura (30 ft.), frightful presence (60 ft., DC 22)


AC 30, touch 30, flat-footed 22 (+13 deflection, +8 Dex, +1 dodge, -2 size)
hp 260 (17d8+102 plus 48 plus 34)
Fort +13, Ref +15, Will +18
DR 10/epic; SR 30
Defensive Abilities mythic deflection
Immune incorporeal traits, undead traits


Speed fly 60 ft. (perfect)
Melee 4 touches +20 (3d6+2 plus mind drain)
Space 15 ft.; Reach 15 ft.
Special Attacks consume essence, mythic power (6/day, surge +1d8), trample (6d6+2 plus mind drain, DC 22)
Spell-like Abilities CL 17th, concentration +23

Constantarcane sight, tongues
3/day—dream travel, greater dispel magic


Str -, Dex 27, Con -, Int 18, Wis 22, Cha 23
Base Atk +12; CMB -; CMD 46
Feats Combat ReflexesM, Dodge, Great Fortitude, Improved InitiativeM, Iron WillM, Lightning Reflexes, Mobility, Spring Attack, Step Up
Skills Fly +34, Intimidate +26, Knowledge (arcana) +24, Knowledge (religion) +24, Perception +26, Sense Motive +26, Stealth +20, Spellcraft +24
Languages Abyssal, Aklo, Common, Draconic, tongues


Environment any land and underground
Organization solitary
Treasure none


Consume Essence (Su)

A creature reduced to 0 Intelligence by a dream vestige is completely destroyed—only a wish or miracle can bring it back to life. A dream vestige that consumes the essence of a creature gains 1 growth point. A growth point grants the dream vestige a +1 on all attack rolls, skill checks, saving throws and ability checks and 5 temporary hit points. A dream vestige with as many growth points as it has Hit Dice (17 for a typical dream vestige) splits into two dream vestiges as a full-round action that does not provoke attacks of opportunity. A dream vestige loses growth points at a rate of 1 per minute.

Desecrating Aura (Su)

A dream vestige has a 30-foot- radius emanation equivalent to a desecrate spell centered on a shrine of evil power. Undead within this radius (including the dream vestige) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by +6 (these adjustments are included for the dream vestige in its statistics). This aura can be negated by dispel evil, but a dream vestige can reactivate it on its turn as a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.

Dream Travel (Sp)

This ability functions as shadow walk, except that the dream vestige has complete control over where it arrives when it reaches its destination. This is the equivalent of a 6th level spell.

Mind Drain (Su)

The touch of a dream vestige deals 1d4 points of Intelligence drain to any sapient creature (a creature with an Intelligence of 3 or higher before damage or drain). A dream vestige gains 5 temporary hit points each time it drains Intelligence, regardless of how many points it drains. Unlike most forms of ability drain, this affects the undead.

Mythic Deflection (Su)

A dream vestige adds its mythic rank to its deflection bonus to Armor Class.

Trample (Ex)

A dream vestige’s trample special attack requires a Will save for half damage, rather than a Reflex save. A creature that succeeds on its save against a dream vestige’s trample attack takes no damage from the dream vestige’s mind drain.


A rolling cloud of silvery-gray mist unfurls to reveal a multitude of cadaverous faces, each whispering a nightmarish susurrus. Tendrils of mist ooze from its bulk, probing like a blind man’s cane.

Great is the wrath of the divine. Although deities typically act through proxies such as favored mortals and outsider servitors, on very rare occasions they may act directly against those that provoke their ire. When direct deific action wipes an entire community from existence, this trauma of souls may create a dream vestige—an incredibly rare and powerful undead horror composed of hundreds of damned souls acting in unison.

Dream vestiges are driven to consume the minds and bodies of the living and the undead alike. Their desecrating auras often serve as lures to bring undead to them, which they then engulf and devour. Despite their immense size, dream vestiges are capable of great stealth, and many victims do not know what they are facing until it is too late. If they consume enough minds in a short period of time, a dream vestige splits, amoeba-like, in two. These sister vestiges will tolerate each other only briefly, going their separate ways to devour anew.

Section 15: Copyright Notice
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