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Sudalak: Demon of Night Terrors
Dream Weaver (Template)
The dream weaver is an acquired template that modifies any possessed humanoid during the time he is possessed by Sudalak. The dream weaver uses all of the primary statistics except as noted here.
Challenge Rating: Original character level +1.
Hit Points: +8 (Demonic power)
Special Qualities: A dream weaver keeps all of the original’s extraordinary abilities but none of its supernatural or spell-like abilities. The dream weaver retains the original’s other special qualities or talents. A dream weaver has the following special qualities:
Acid and Fire Resistance 20 (Ex): The dream weaver ignores up to 20 points of damage caused by acid or fire each time it is subjected to such an attack.
Damage Reduction (Su) 10/Blessed, Magical: The dream weaver ignores damage from any weapons or attacks that do 10 or less damage, unless the weapon or attack is under the effect of a Bless spell, is magical, or of similar FX.
Darkvision (Ex): The dream weaver can see in total darkness out to 60 feet.
Fear Aura (Su): The dream weaver may use this ability at will to freeze an opponent. The victim is frozen in terror for 1d4 rounds and cannot move or take any other actions. Negating the fear effect requires a successful Will save (DC 13). The range is 30 ft. and may be directed at one foe at a time.
Nightmare Creation (Su): The dream weaver can change the interior of the apartment into any dreamscape he desires, though it must retain its original dimensions (Size, height, rooms, etc.) He may also bring into being any nightmarish creature he wishes that fits into the space available. It takes one round for the dreamscape to change. The possessed may create up to four medium sized creatures per round (or 2 Large, 1 huge, 8 small, 16 Tiny, 34 Diminutive or 68 fine), but may take no other action. The creatures created may not exceed the average level of the heroes by more than 2. The dreamscape may involve gases, acid, fire or anything else the possessed desires, but the heroes must have some way of overcoming the environment, and some way of fighting off the creatures created. The demon feeds on fear and terror, so the death of the heroes is not necessary.
If the dream weaver suffers a MAS result from an attack, the dreamscape and all its creatures end immediately, though he may create a new weave should he remain conscious. A hero may “die” in a nightscape. Any hero who dies in this manner suffers a Great Fright horror check and suffers a temporary level drain. Recovery requires one week of rest to regain one level. Any hero whose total character level drops below 0 dies for real and becomes a Lesser Manifestation as defined in Green’s Guide to Ghosts.
A scene ends when the heroes overcome the horror, or the horror overcomes them (a hero’s “death”). The dream weaver may only attack with illusions. Physical attacks by the dream weaver against his antagonists are strictly prohibited.
Possession (Su): Once per round as a full round attack action, the demon can attempt to merge with a humanoid creature and seize control of its body. To do this the demon must first move into the target’s location.
Doing so does not provoke an attack of opportunity. (The demon spirit’s movement rate is 40’).
The target can resist the possession attempt with a successful Will save (DC 20) (Base 10 + 6 HD + Charisma modifier of 4). If the save succeeds, the demon’s attempt fails and he is pushed into an adjacent space. If the save fails, the demon enters the body of the target and possesses it. The soul and consciousness of the possessed person is held captive within his own body and the demon has full access to all his memories and knowledge. Any attack on the body of the possessed person that deals MAS damage allows another Will save to drive out the demonic spirit (whether or not the MAS Fortitude save succeeds). If the dream weaver’s body is reduced to zero or less hit points the demon returns to its own dimension.
Telepathy (Su): The dream weaver can communicate telepathically with any creature within 100 feet that has a language.
Saves: Will saves receive a bonus of +4.
Action Points: The dream weaver may not use any action points while possessed.
Abilities: All remain the same, though the Charisma may be modified down to 1 or up to 18 as the dream weaver wishes.
Ritual of Exorcism
This ritual drives out demons or evil spirits possessing a victim or inhabiting a building.
Ritualists: The ritual calls for at least one priest or similarly qualified primary ritualist (6 or more ranks in Knowledge [Theology and Philosophy] or Knowledge [Occult] is acceptable).
Primary: The primary ritualist must succeed in at least three of five opposed Will saves against the demon. The demon may add its Hit Dice to its rolls; the primary may add her Charisma modifier and gets a +2 synergy bonus if she has 6 or more ranks in Knowledge (Theology and Philosophy).
Requirements: The primary gets a +5 circumstance bonus if she knows the demon’s true name or if he has some other hold over the spirit.
Components: Bell, book, and candle, as well as something symbolizing purity (salt is commonly used).
Costs: Once the fifth Will save is made, the primary takes temporary Wisdom damage equal to the hit dice of the demon.
Casting Time: One minute (12 rounds) of chanting and preparation, followed by the clash of wills between entity and primary ritualist. Each clash (opposed Will save) takes one round.
Effect: If the primary ritualist wins the majority of the five opposed Will saves, the entity is banished. If it is an Outsider, it is forced to return to its place of origin and may not return unless summoned. If it is a ghost or other entity tied to this earth, it is disrupted for 10d10 months or is wholly destroyed, depending on how strongly the entity was tied to this world.
Failure: If the primary ritualist fails by more than two Will saves (i.e.. The entity won by a margin of 4-1 or 5-0), the entity may choose to possess her instead. The two must make another opposed Will save (and remember that the primary ritualist has now suffered temporary Wisdom damage). If the primary ritualist fails this save, he is possessed.
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