Variant Oneirogens

System: Pathfinder | SRD

Variant Oneirogens CR 2
XP 600
Init +2 ; Senses darkvision 60 ft.; Perception +7
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 25 (3d10+9)
Fort +8, Ref +5, Will +2
Immune mind-affecting effects
Weaknesses planar split
Offense
Speed 30 ft.
Melee 2 slams +5 (1d4+2)
Aura obscuring fog (10 ft.), veil of mists (5 ft., DC 12)
CMB +5 CMD 17
Statistics
Str 14,, Dex 15,, Con 16,, Int 9,, Wis 12,, Cha 13
Base Atk +3
Feats Blind-Fight , Great Fortitude
Skills Acrobatics +8, Knowledge (planes) +5, Perception +7, Sense Motive +7, Stealth +8
Languages Common (can’t speak)
Special Abilities
Obscuring Fog (Sp) An oneirogen is constantly surrounded by strangely colored fog that moves with it. Treat this as obscuring mist that fills the area within 10 feet of an oneirogen. A creature 5 feet away in the mist has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). An oneirogen cannot suppress this effect, and its vision is impeded the same as that of any other creature. If the fog is blown or burned away, it reforms in 1d4 rounds.
Planar Split (Ex) An oneirogen is trapped between two planes, effectively harboring an active portal within its failing body. Having connections to multiple planes at once, an oneirogen is always affected by spells like dismissal and banishment , which force it to the plane to which its portal connects. Additionally, effects like dimensional anchor cut off an oneirogen’s connection to another plane. Such effects suppress the oneirogen’s obscuring fog and veil of mists abilities and make the oneirogen staggered.
Veil of Mists (Su) Within the obscuring fog that cloaks an oneirogen lie denser eddies of planar potentiality. This fog is charged with extraplanar energies that manifest in a variety of ways depending on the plane to which the oneirogen is linked. While an oneirogen is immune to the effects of these vapors, any creature that enters the mists within 5 feet of the oneirogen is affected (see below). These fumes don’t impede vision any more than the oneirogen’s obscuring fog ability already does. They can also be blown or burnt away (and recover) in the same manner. Many oneirogens are linked to the Dimension of Dreams—they spew a sour, yellow fog. Creatures that enter this fog must succeed at a DC 12 Will save or fall asleep. Additionally, they do not receive natural healing from resting for the next 24 hours. The creature can attempt another Will save every round to wake up and can be woken up as if it had been affected by the spell sleep . Creatures that succeed at the save to resist this effect are immune to that oneirogen’s veil of mists for 24 hours. The save DC is Charisma-based.

Add to encounter | Back to Monsters