Soulsliver

This smooth-featured, humanoid creature appears to have skin made entirely of mirrored glass.

A soulsliver is an extradimensional shapechanger that lurks in the half-dimensions behind mirrors. It watches creatures on the Material Plane through reflective surfaces, assumes their likeness, then crawls through the mirror to kill and feast upon its prey. Whether they are bizarre offshoots of the doppelganger race or originate from some aberrant magic used to create a demiplane, soulslivers are responsible for many unsolved murders, and their mirror travel makes them hard to catch. A soulsliver causes trouble for a short while in its assumed form, then retreats through the mirror to its home plane. Its native plane is an aspect of the Plane of Shadow, with reversed and grossly distorted creatures and scenery from the Material Plane.

CR 2 XP 600
NE
Medium outsider (extraplanar, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC
15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
hp 19 (3d10+3); fast healing 1
Fort +4, Ref +6, Will +2
Resist acid 5, fire 5
Weaknesses vulnerability to sonic
OFFENSE
Speed
40 ft.
Melee 2 slams +5 (1d4+2)
Special Attacks death throes
Spell-Like Abilities (CL 3rd; concentration +4)
3/day—mage hand, open/close, silent image
1/day—mirror image
STATISTICS
Str
14, Dex 17, Con 12, Int 11, Wis 12, Cha 13
Base Atk +3; CMB +5; CMD 19
Feats Dodge, Improved Initiative
Skills Acrobatics +9 (+13 when jumping), Bluff +7, Disguise +7 (+11 when using change shape), Perception +7, Sense Motive +7, Stealth +9
Racial Modifiers +4 Acrobatics when jumping, +4 Disguise when using change shape
Languages Aklo, Common
SQ change shape (any humanoid, alter self), compression, mirror travel, perfect copy, sound mimicry (voices)
ECOLOGY
Environment
any land (extraplanar)
Organization solitary or gang (2–5)
Treasure incidental
SPECIAL ABILITIES
Death Throes (Su)
When a soulsliver is killed, its body explodes into jagged glass shards that deal 2d6 points of piercing and slashing damage to creatures within a 20-foot-radius burst (Reflex DC 12 half). The save DC is Constitution-based.
Mirror Travel (Su) At will as a standard action, a soulsliver can crawl into any mirror as if it were a door or window, instantly transporting itself to another mirror within 500 feet as if using dimension door (caster level 7th). It can remain within that mirror indefinitely, or on its next turn crawl out or use this ability again. Its compression ability allows it to enter or exit Diminutive or larger mirrors. It can only exit a mirror if it is using change shape to take a specific creature’s form.
Perfect Copy (Su) When a soulsliver uses change shape, it can assume the appearance of a specific individual. However, it is always the mirror image of the person it copies, which might give away that something is wrong.
 

Nightgaunt

This lanky ebon humanoid has batlike wings, horns, and a long prehensile tail, but lacks a face.

Nightgaunts haunt the deepest and darkest chasms of dreams. They lurk in the shadows that loom at the edges of sane slumber, but are ready at any moment to snatch a blithe dreamer away, carrying it off into realms of endless nightmare and tickling it terribly all the way. They appear as stooped, emaciated humanoids, yet possess a remarkable strength in their sinewy limbs. With inky black skin, batlike wings, a long spiny tail, and demonic horns protruding from its skull, a nightgaunt is a fearsome foe—yet the lack of any facial features is what makes it truly nightmarish. A typical nightgaunt would stand 7 feet tall if fully upright, and weighs 175 pounds. Nightgaunts feed on emotions, preferring despair, horror, and nervous laughter. They enjoy carrying their prey high over the mountains, tickling their prey to create a mix of emotions, and finally dropping their victims in remote areas where other monsters can stalk and kill them. Some creatures pay nightgaunts to serve as guardians or carry them from place to place, though the nightgaunts are prone to turn on their employers at the smallest slight. Most nightgaunts have little interest in anything other than sating their hunger on sleepers, and gather in colonies to entertain each other by sharing emotion memories through strange caresses. They sometimes war with the other creatures found in their desolate realms.

CR 4 XP 1,200
CN
Medium monstrous humanoid (extraplanar)
Init +6; Senses all-around vision, blindsight 60 ft., darkvision 60 ft.; Perception +6
DEFENSE
AC
18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 37 (5d10+10)
Fort +3, Ref +8, Will +6
Defensive Abilities faceless; Immune cold, gaze attacks, inhaled poison, scent-based attacks
OFFENSE
Speed
30 ft., fly 40 ft. (average)
Melee 2 claws +9 (1d6+4 plus grab)
Special Attacks clutches, tickle
STATISTICS
Str
18, Dex 15, Con 14, Int 5, Wis 14, Cha 11
Base Atk +5; CMB +9 (+17 grapple); CMD 22
Feats Dodge, Improved Initiative, Lightning Reflexes
Skills Fly +7, Perception +6, Stealth +11
Racial Modifiers +4 Stealth
Languages Aklo (can’t speak)
SQ no breath
ECOLOGY
Environment
any mountains (Dimension of Dreams)
Organization single, pair, flight (3–12), or colony
Treasure none
SPECIAL ABILITIES
Clutches (Ex)
A nightgaunt has a +4 racial bonus on grapple combat maneuver checks. If a nightgaunt uses its fly speed to move itself and a grappled target, it can fly at full speed.
Faceless (Ex) A nightgaunt has no face, but can still see in all directions as if its entire body were an eye. It is immune to gaze attacks, but not to illusions that rely upon vision to function. It has no need to breathe, and is immune to all inhaled and scent-based effects.
Tickle (Ex) As a swift action, a nightgaunt can use its tail to tickle a grappled or helpless foe with horrible efficiency. The target must succeed at a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Dexterity-based.
 

Dream Naga

This large, flying serpent has a humanoid head outlined by a colorful, frilled hood.  

Inhabitants of the Dimension of Dreams, dream nagas fly through dreamscapes as part of an unknowable plan to alter the destiny of the multiverse. Most creatures that encounter dream nagas do so while they sleep, as their dreams provide convenient shortcuts for the dream nagas’ paths through the various dreamscapes. Even after these dreamers awaken, the sight of these beautiful creatures remains ingrained in their minds. Many cultures consider seeing a dream naga a sign of a special destiny. But when a dreaming creature gains the full attention of a dream naga, it is no mere chance encounter. For convoluted and arcane reasons that only they truly understand, dream nagas enter dreams and interact with the sleepers—sometimes relaying knowledge to the sleepers, and other times tormenting them. Such dream encounters often don’t make sense to the dreaming creature until some point far in the future, if ever.

CR 9 XP 6,400
N
Large aberration (extraplanar)
Init +6; Senses darkvision 60 ft., dreamsight; Perception +24
DEFENSE
AC
23, touch 15, flat-footed 17 (+6 Dex, +8 natural, –1 size)
hp 123 (13d8+65)
Fort +9, Ref +12, Will +10
OFFENSE
Speed
30 ft., fly 40 ft. (average)
Melee bite +15 (3d8+9 plus poison)
Space 10 ft.; Reach 5 ft.
Psychic Spells Known (CL 7th; concentration +11)
3rd (5/day)—synaptic pulse (DC 16), synesthesia (DC 16)
2nd (7/day)—misdirection, oneiric horror (DC 15), see invisibility
1st (7/day)—deja vu, ill omen, mind thrust I (DC 14), shield, silent image (DC 14)
0 (6/day)—dancing lights, daze (DC 13), detect psychic significance, ghost sound (DC 13), mage hand, read magic, telekinetic maneuver
STATISTICS
Str
22, Dex 23, Con 20, Int 18, Wis 15, Cha 17
Base Atk +9; CMB +16; CMD 32 (can’t be tripped)
Feats Combat Casting, Flyby Attack, Lightning Reflexes, Lucid Dreamer, Skill Focus (Perception), Vital Strike, Weapon Focus (bite)
Skills Acrobatics +22, Bluff +16, Fly +20, Knowledge (arcana) +17, Knowledge (planes) +20, Perception +24, Sense Motive +15, Survival +18
Languages Aklo, Celestial, Common, Infernal
SQ dream passage
ECOLOGY
Environment
any (Dimension of Dreams)
Organization solitary, pair, or nest (3–6)
Treasure standard
SPECIAL ABILITIES
Dream Passage (Su)
A dream naga can physically enter dreamscapes in the Dimension of Dreams  and dwell within those dreams without disorientation or other debilitating effects. The naga can also attempt impossible feats while in a dreamscape in its physical body, and it gains the bonuses from the Lucid DreamerOA feat when it does.
Dreamsight (Ex) Just by looking at a dreaming creature or when in a dreamscape in the Dimension of Dreams, a dream naga gains a general sense of the nature of the dream. While the dream naga’s vision is not detailed, it gets a general impression of the dream’s themes and the dreamer’s current emotional state.
Poison (Ex) Bite—injury; save Will DC 21; frequency 1/round for 4 rounds; effect daze 1 round; cure 1 save.
Spells A dream naga casts spells as a 7th-level psychic.
 

Nightmare Dragon

Nightmare dragons have red frills and appear terribly contorted, trailing shadows behind them.

These hunters of the Dimension of Dreams seek to wreak nightmares on sleepers and make existing bad dreams even more terrifying. Nightmare dragons often work with night hags in their grim collection of sleeping souls.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
NE
dragon
Init ; Senses dragon senses; Perception
DEFENSE
AC

hp
Fort , Ref , Will
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment

Organization solitary
Treasure triple
SPECIAL ABILITIES
 

Dream Dragon

Clouds trail from the edges of these graceful, nearly fanciful creatures in hypnotizing patterns.

These self-styled masters of the Dimension of Dreams hunt that strange plane’s shifting expanse.

FULL INTERACTIVE CODE COMING SOON

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
N
dragon
Init ; Senses dragon senses; Perception
DEFENSE
AC

hp
Fort , Ref , Will
Immune paralysis, poison, sleep
OFFENSE
Speed 40 ft., burrow 20 ft., climb 30 ft., fly
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; CMB ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment

Organization solitary
Treasure triple
SPECIAL ABILITIES
 

Great Old One, Bokrug

This great reptilian monster is an aquatic lizard with a beard of tentacles and a sting-tipped tail.

Bokrug, the Water Lizard, dwells in a distant and forsaken corner of the Dimension of Dreams, in a land that was once heavily populated but is now a desolate and barren realm surrounding a nameless lake—a realm once ruled by mighty human empires, but now ruled only by the hideous amphibian minions of the Water Lizard. Bokrug himself is a vast creature, a vaguely iguana-shaped monster with a beard of writhing tendrils and a long tail tipped with a stinger. The scales that cover his body hide long spines that Bokrug can extend or retract with near lightning speed. Bokrug spends the majority of his time slumbering far down in the depths of his submerged lair. No rivers feed the lake, nor does it drain into the sea. Yet the still, ominous waters are neither stale nor brackish, implying that they connect somewhere deep underground, and. By way of these dark, secret waterways, Bokgrug has access to the lakes and rivers of the Dimension of Dreams, and his ability to plane shift allows him access to other realms as he wills.

BOKRUG’S CULT
Bokrug is worshiped more out of fear than adoration, and when traveling dreamers come across his cult in their nightmares, they can unknowingly spread this fearful faith into the waking world. Bokrug’s temples are often found on the shores of remote lakes or hidden away in large swamplands. Though humans worship him, so do boggards, lizardfolk, marsh giants, and other swamp dwelling races—particularly those who have suffered at the hands of aggressors, such as invading armies, rival tribes, or adventuring parties. Though Bokrug is chaotic neutral, almost all of his worshipers are chaotic neutral or chaotic evil. Only a rare few chaotic good worshipers of Bokrug exist— most of these being delusional heretics or apologists who seek to keep Bokrug calm, ensuring he continues to slumber. These heretics and outliers of the faith are remorselessly hunted down by his more zealous and traditional worshipers. Bokrug’s cult is associated with revenge, storms, and water, and its sacred symbol is a green lizard with a long, coiling tail—an image of Bokrug himself. His greatest shrines feature unusually realistic statues of his form, statues the cult maintains Bokrug can see out of and even animate from his distant lair to take sacrifices. Bokrug’s clerics have access to the domains of Chaos, Destruction, Water, and Weather, and to the subdomains of Catastrophe, Oceans, Rage, and Storms. The Water Lizard’s favored weapon is the ranseur; his followers often forge their ranseurs’ blades to resemble the Great Old One’s stingered tail.

CR 27 XP 3,276,800
CN
Large magical beast (aquatic, chaotic, extraplanar, Great Old One)
Init +22; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +43
Aura toxic breath (30 ft., DC 41), unspeakable presence (300 ft., DC 33)
DEFENSE
AC
45, touch 27, flat-footed 37 (+8 Dex, +10 insight, +18 natural, –1 size)
hp 645 (30d10+480); fast healing 20
Fort +33, Ref +25, Will +22
Defensive Abilities immortality, insanity (DC 41), spines; DR 15/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; Resist acid 30, fire 30; SR 38
OFFENSE
Speed
50 ft., swim 120 ft., air walk bite +44 (4d8+22/19–20), 2 claws +44 (2d8+22/19–20), sting +44 (3d6+22/19–20 plus poison), tentacle beard +39 (4d6+22 plus grab)
Melee
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (4d6+22), critical poisoning, mythic power (10/day, surge +1d12), poison, powerful blows (bite, claws, sting, tentacle beard), vengeful dreams
Spell-Like Abilities (CL 27th; concentration +35)
Constant—air walk
At will—cloudkillM (DC 23), dimension doorM, dreamM, greater dispel magic, hallucinatory terrain, nightmareM (DC 23), plane shiftM, transmute rock to mud, wind walk
3/day—demand, quickened feeblemind (DC 23), horrid wilting (DC 26)
1/day—control weatherM, symbol of insanity (DC 26), tsunamiM (DC 26)
STATISTICS
Str
40, Dex 27, Con 42, Int 22, Wis 30, Cha 27
Base Atk +30; CMB +46 (+50 bull rush, grapple, or overrun); CMD 74 (76 vs. bull rush or overrun, 78 vs. trip)
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Critical (sting), Improved Initiative, Improved Iron Will, Improved Overrun, Iron Will, Power Attack, Quicken Spell Like Ability (feeblemind)
Skills Knowledge (arcana, history, nature, religion) +36, Perception +43, Spellcraft +36, Stealth +37, Swim +56
Languages Aklo, Aquan, Draconic; telepathy 100 ft.
SQ amphibious, otherworldly insight
ECOLOGY
Environment
any water
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Critical Poisoning (Su)
If Bokrug confirms a critical hit with his sting, he injects his foe with 3 doses of poison (this increases the save DC by 4). A foe that is normally immune to poison can be affected by Bokrug’s poison in this way, but treats the poisoning as if it had been injected with only 1 dose.
Immortality (Ex) If Bokrug is killed, his body immediately begins to thrash and writhe spasmodically, continuing to do so for 1d4 rounds. During this time, he makes a single sting attack against one random target in reach. At the end of this time, his body grows still, then melts into water and evaporates away. Bokrug reforms in dormancy back in his realm in the Dimension of Dreams soon thereafter, remaining in a comatose state for hundreds of years unless he is awoken earlier via complex rituals. Any effect that destroys Bokrug’s body (such as disintegrate) merely reduces his remains to water that then evaporates away as described above, but such measures do prevent his body from thrashing and stinging prior to this supernatural evaporation.
Poison (Ex) Sting—injury; save Fort DC 41; frequency 1/round for 6 rounds; effect 2d4 Wisdom damage; cure 3 consecutive saves. A creature whose Wisdom damage equals its Wisdom score automatically becomes afflicted by a random insanity . The save DC is Constitution-based.
Spines (Ex) Any creature that makes a melee attack against Bokrug must succeed at a DC 33 Reflex save or be struck by the numerous swiftly reacting spines that cover the Great Old One, taking 2d6+15 points of damage. Using a reach weapon does not endanger the attacker in this way. The save DC is Dexterity-based.
Toxic Breath (Su) Bokrug’s breath is toxic. Whenever the Great Old One is above water, he is surrounded by a 30-foot-radius cloud of invisible poison gas that causes temporary madness and hallucinations. Any creature that begins its turn in this area must succeed at a DC 41 Will save or be confused for 1 round. A creature that holds its breath or doesn’t have to breathe gains a +4 bonus on this saving throw. This is a mind-affecting poison effect. The save DC is Constitution-based.
Unspeakable Presence (Su) Failing a DC 33 Will save against Bokrug’s unspeakable presence causes the victim to become overwhelmed with hopelessness and doom—it takes a –4 penalty on all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls as long as it remains within the area of affect. The save DC is Charisma-based.
Vengeful Dreams (Su) Any creature that has ever damaged Bokrug or has slain one of his clerics can be targeted by the Great Old One’s vengeful dreams regardless of the distance between the creature and Bokrug, even across planar boundaries. In order to use vengeful dreams against a target, Bokrug must successfully affect the target with his nightmare spell-like ability; the target is always treated as familiar to Bokrug, and as if Bokrug possessed a body part of the victim, resulting in a –15 penalty on the saving throw against the nightmare. If the victim fails its save against the nightmare, the horrific dream unfolds as a vision of Bokrug consuming the victim alive. The victim then remains alive, conscious, and aware as the Great Old One digests it, and as Bokrug destroys all that remains of the victim’s lifelong friends, home, belongings, and family. When the victim awakens from the nightmare, it must succeed at a DC 33 Will save or take 3d6 points of Wisdom drain from the vengeful dreams. If this drains the target’s Wisdom to 0, it automatically gains a random insanity. Once Bokrug uses this ability against a creature, he can’t do so again until that creature again damages him or slays one of his clerics. This is a mind-affecting effect. The save DC is Charisma-based.