Dreameater Moth
XP 400 CR 2
CE Outsider (chaotic, evil, demon, extraplanar)
Init+4; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 19, touch 17, flat-footed 16 (+3 Dex, +4 size, +2 natural)
HP 14 (3d8)
Fort+1; Ref+6; Will+3
Special defenses: DR 5/good, Resist cold/fire/acid 5, Blur
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee: N/A
Space 1 ft.; Reach 0 ft.
Special Attack: Aura of nightmares, ectoplasmic tongue, mental drain
STATISTICS
Str 4, Dex 16, Con10, Int 4, Wis 14, Cha 14
Base Atk+3; CMB -4; CMD 10
Feats Ability Focus (mental drain), Weapon Finesse (ectoplasmic tongue)
Skills Fly +10, Stealth +14
Aura of Nightmares (Su)
Dreameater moths broadcast an aura of fear and despair that causes horrific nightmares. Any creature which attempts to sleep within one half mile of a dreameater moth must make a DC 13 Will save or be fatigued the next day. A character which fails his save against the Aura of Nightmares takes a -2 on saves against the Mental Drain ability, in addition to any negative effects caused by the fatigue itself. This is a fear effect. The save DC is Charisma-based.
Dreameater moths can sense the general location of any creature within a one mile radius which failed a save against Aura of Nightmares ability.
Ectoplasmic tongue (Su)
Dreameater moths attack by making a ranged touch attack with their ectoplasmic tongue (+10, no damage, max. range 10 ft.) If this attack hits, the moth is tethered to the victim, and can initiate its mental drain ability on subsequent rounds. Note that this is not a grapple, so both the moth and victim retain Dexterity bonus to AC. In order to remain tethered, the moth must remain within 10 ft of the victim. However, if its victim moves, the moth may move up to twice its movement as an immediate action. The moth may drop the tether as a free action.
The tongue is incorporeal, but can be damaged by force effects or weapons with the ghost touch quality. In this case, the tongue has 3hp and an AC of 5. If a dreameater’s tongue is severed or destroyed, it takes one day to regenerate.
Mental Drain (Su)
Each round that a dreameater moth is attached to a victim via its ectoplasmic tongue ability, its victim must make a DC 13 Will throw or suffer 1d3-1 points of Wisdom damage. The victim takes a -2 on this save if he failed a save against a dreameater moth’s Aura of Nightmares ability in the past 24 hours. This is a fear effect. The save DC is Charisma-based. A single dreameater moth can consume a maximum of 4 points of wisdom per day.
Blur (Su)
When a dreameater moth is tethered to a victim via its ectoplasmic tongue ability, the moth becomes blurred, as the spell. Attacks against it suffer a 20% miss chance due to concealment.
TACTICS
Dreameater moths nest in dark, forbidding cracks in the abyssal landscape. They will attack if some unlucky creature stumbles into their nesting place, but it is more likely for them to be alearted to a potential meal’s presence after it becomes affected by their Aura of Nightmares ability. Dreameater moths can sense and will preferentially attack those who are affected over those who aren’t.
A dreameater moth will withdraw if its tongue is destroyed, or once it has absorbed 3 points of Wisdom.
ECOLOGY
Environment: Any (Abyss)
Orqanization solitary, hunt (2-4), flock (5-10)
Treasure none
HOOKS
In the slums of the city, there is a plague of catatonia. The authorities don’t care, and it is up to the PCs to discover a dozen dreameater moths nesting in an abandoned church.
An evil alchemist is maintaining a nest of the creatures, as he has found that he can harvest them to make super-powered cognatogens.