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A Dreamslayer is a planar creature from the Spelljammer campaign setting.[1]

Overview[]

Dreamslayers are parasitic beings native to the Astral plane who, through some strange property in the nature of wildspace, are able to enter the dark, mysterious place in the mind of every dreamer that is the realm of dreams, and use it as a portal, allowing them the chance to leave their immaterial home and enter this reality.[1]

Description[]

As insubstantial beings dreamslayers can fly as well as travel at spelljamming speed, achieving the equivalent of an SR of 5. Though they roam the Astral plane, dreamslayers cannot be seen, heard, or felt. In turn dreamslayers can only see sleeping beings; those who are awake are invisible to them.

In its true form a dreamslayer resembles a glistening black 7-foot tall reptilian humanoid with a 3-foot long tail, talons, and a pair of draconian wings. Its face is a glowing, featureless white oval.

When appearing in a dream, the dreamslayer's most common form is that of a black-shrouded humanoid figure, its hooded-face typically resembling that of the dreamer, though its eyes are glowing white sockets, and its facial features are twisted into a look of pure evil. A dreamslayer may also appear as the living embodiment of what the dreamer fears most.[1]

Combat[]

From the Astral, a dreamslayer scours wildspace looking for a sleeping spelljammer and then attempts to enter their dreams. A dreamslayer is always on the lookout for a dream featuring the dreamer's loved ones, especially their family or friends (up to six "dreamfolk" per dream). A dreamer is aware when a dreamslayer enters their dream: in an effort to weaken the dreamer's will, the dreamslayer takes over the dream and immediately begins to slay the "dreamfolk" in various gruesome ways. With each staged killing, the dreamer (who is rendered helpless and may only watch) may be shocked to the point of wakening, driving the dreamslayer back into the Astral plane. However, if the dreamer takes the death of their loved one in stride, neither overwhelmed by the trauma nor awakening in shock, the dreamslayer drains some of their Intelligence (2 points each time).

After all the dreamfolk are “killed”, the dream scenery vanishes, replaced by a barren gray plain. The dreamslayer advances to kill the dreamer. If the dreamer retains some of their intellect, they may summon a weapon or a possession for every 3 points of Intelligence remaining: if the dreamer is a spellcaster, they may select one spell for every 2 points of Intelligence remaining. However, if the dreamer was overwhelmed by the trauma of witnessing the death of their loved ones, they possess nothing but a nightshirt.

The dreamslayer "attacks" the dreamer, draining 2 points of Intelligence with every successful hit. A dreamer, who has successfully weathered the trauma of witnessing the death of their loved ones as well the dreamslayer's attack upon themselves, may attempt to waken instead of attacking the creature, driving the dreamslayer back into the Astral. A victim who has successfully driven away a dreamslayer will recover their lost Intelligence at a rate of 1 point for every 10 minutes of rest.

A dreamslayer can only be fought within a dream, and then only by the dreamer. It cannot harm anyone physically nor can it be harmed.

If a dreamslayer reduces its victim to zero Intelligence, it will inhabit their body for a number of days, before abandoning it and returning to the Astral plane.[1]

Society[]

Dreamslayers are native to the Astral plane. Their presence has been noted throughout wildspace, but they have not been found on any planets or in the phlogiston. They have no social structure or organization, and instead spend their time searching for dreamers to inhabit.

If a dreamslayer reduces its victim to zero Intelligence, it takes over their body for one day for every point of the victim's original Intelligence. During this time, the dreamslayer indulges in every physical activity and vice denied insubstantial beings such as them. It eats and drinks to excess and tries to experience anger, love, exhilaration, fear, and joy. If a detect evil spell is cast on the host, it shows the presence of strongly-aligned evil. An ESP spell will reveals an alien mind, while a know alignment spell will reveal the presence of a chaotic evil entity.

When a dreamslayer has abused its physical body beyond endurance, it is hurled back into the Astral Plane, and the body will collapse, dead. However, if an exorcise or dispel evil spell is cast on the victim before that time, the dreamslayer is forced from the body, screaming. The victim will fall into a deep sleep lasting up to 6 hours and will awaken with no memory of the ordeal.[1]

Appendix[]

External Links[]

References[]

  1. 1.0 1.1 1.2 1.3 1.4 John Terra, MC9 Monstrous Compendium Spelljammer Appendix II, 1991, (TSR Inc.), Dreamslayer entry
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