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
Constantâarcane sight, tongues
3/dayâdream 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
A creature reduced to 0 Intelligence by a dream vestige is completely destroyedâonly 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.
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.
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.
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.
A dream vestige adds its mythic rank to its deflection bonus to Armor Class.
A dream vestigeâs 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 vestigeâs trample attack takes no damage from the dream vestigeâs 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 manâs cane.
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.