DramofirCreature 14
Source Pathfinder Bestiary 3
Perception +28 (greater darkvision)
Languages Telepathy 100 Feet, Tongues
Skills Acrobatics +26, Diplomacy +27, Lore +23, Occultism +21, Stealth +28
Str +3, Dex +6, Con +4, Int +1, Wis +8, Cha +7
AC 35; Fort +22; Reflex +26; Will +30;
HP 290
Speed 25 feet (fly 25 feet)
Immunities sleep
Weaknesses Slashing 10
Resistances Critical Hits 10, Precision 10
Needle +27 (+23, +19) to hit (agile, finesse, reach 10) 3d6+9 Piercing + 2d6 Mental
Needle +27 (+23, +19) to hit (agile, thrown 20) 2d6 Mental + 3d6+9 Piercing
Greater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.
Telepathy 100 feet (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Surreal AnatomyA dramofir has resistance 10 to precision damage and the extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage.
Bittersweet Dreams (emotion, enchantment, mental, occult, visual)The dramofir swishes their robes in a mesmerizing display that brings the dreams in the robes to life before the viewer's very eyes. Each creature within 30 feet must attempt a DC 34 will save or be filled with ennui.
Critical Success The creature is unaffected and temporarily immune for 24 hours.
Success For 1 round, the creature takes a -1 status penalty to attack rolls, saving throws, and skill checks, and all other emotion effects on it are suppressed.
Failure As success, but the creature is also Slowed 1and the duration is 1d4 rounds.
Critical Failure As success, but the creature is also slowed 1, the status penalty is -2, and the duration is 1 minute.
Effect: Bittersweet Dreams
Pluck Dream (enchantment, mental, occult)Requirements The dramofir is adjacent to an Unconscious or sleeping creature
Effect The dramofir licks the creature's forehead, places their hand in the same spot, and siphons the creature's dreams to incorporate into their robes.
If the target is affected by any mental effect altering their dreams, such as an Animate Dream's curse of endless nightmares or a Nightmare spell, the dramofir attempts to counteract that effect (counteract modifier +26). Otherwise, the dramofir plucks a benign dream from the creature, and the target must attempt a DC 36 will save.
Success The creature is unaffected.
Failure The creature is Stupefied 1 until the next time it gets a full night's rest.
Critical Failure As failure, but Stupefied 2, and the dramofir casts a 6th-level Modify Memory spell on the target.
Occult Innate Spells (DC 36, +28 to hit)
1st Level: Sleep, Soothe
2nd Level: Darkness
4th Level: Dimension Door (At Will), Nightmare
5th Level: Tongues (Constant)
7th Level: Mask of Terror
8th Level: Dream Council
Beings of inscrutable intent and incredible power, dramofirs hail from the Dreamlands and shamble across the multiverse in search of dreams to incorporate into their voluminous robes. Few people on the Material Plane dare trifle with dramofirs and instead treat them with respect, hoping that they'll simply take their chosen victims' dreams and then go away. Often, this is exactly what happens. Every now and then, however, in the process of siphoning an individual's dreams, the dramofir slays their victim without warning or apparent cause.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.