TEXT: Credits 
  Written By:  Doug Herring, Andrew Thompson, Kenny Lewis, and John 
  Kubisz 
  Contest Winner Contributors:  Kenny Lewis, Doug Meerchaert, John 
  Kubisz, Brion Wauters, Rob Harper, Robert Gould, and Shawn Kehoe 
  Cover Art & Design:  Dave Manuel 
  Internal Layout:  Doug Herring 
  Internal Artwork:  Doug Herring, Scott Drouin, Dave Manuel, John 
  Kubisz, and Jason Smith 
  Editing:  Keri Estes, Jeanna Johnston 
  Playtesting:  Doug Herring, Eric Romero, Dicksan Johnston, Keri Estes, 
  Jeanna Johnston, and Andrew Thompson 
  Special Thanks: Eric Rowe, Dustin Leng, Eric Noah, Gamingreport.com, 
  Twentysides.com, Pen & Paper, 3E, and all the other fan sites. Thanks to 
  those who made d20 and open license possible. 
  Special Welcome: We would like to welcome John Kubisz and Kenny 
  Lewis to the Mystic Eye Games team. After their fantastic entries to our 
  monster contest, we could not help but to ask them to join us indefinitely. 
  Notice: 
  This sourcebook is written for the d20 system and is designed for The Hunt: Rise of Evil ™ campaign 
  environment, which is a trademark of Mystic Eye Games ™. Requires the Dungeons and Dragons ® 
  Player’s Handbook, Third Edition, published by Wizards of the Coast ® for use. 
  Dungeons & Dragons ® and Wizards of the Coast ® are registered trademarks of Wizards of the Coast, 
  and are used with permission. See license at the end of this book for details. 
  Free Monsters 
  For  “The Hunt: Rise of Evil” 
   
  
   Nightmares & Dreams:  A Creature Collection 
  Page 2 
  NNNN    D 
  The Free Monsters 
  Collection I: 
  Here you will find the compilation of our free monsters from the Nightmares & Dreams pre-
  release promotion.  
  Add these great creatures to the N&D collection and offer up more horror or strangeness to 
  you d20 campaign. 
  The Monsters in this free collection are: 
  The Weedling 
  The Bladesnake 
  The Unknitter 
  The Heartbreaker 
  The Black Lover 
  The Dream Dragon 
  The Dancing Dead 
  The Catnap 
  The Dream Elemental 
  And 
  The Crimson Orb 
  
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   Nightmares & Dreams:  A Creature Collection 
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  W
  W
  W
  Weedling
  eedling
  eedling
  eedling 
  Type: Medium Plant 
  Hit Dice: 3d8 +3 (16 hp) 
  Initiative: +0 
  Speed: 30 ft.  
  AC: 15 (+5 natural) 
  Attacks: 2 Claws +3 melee 
  Damage: Claw 1d4 +1 
  Face/Reach: 5 ft. by 5 ft. / 5 ft. 
  Special Attacks: Spell-like abilities 
  Special Qualities: Plant, Regeneration 3 
  Saves: Fort +4, Ref +1, Will +2 
  Abilities: Str 13, Dex 11, Con 13, Int 11, Wis 12, Chr 11 
  Skills: none 
  Feats:  none 
  Climate/Terrain: Any land 
  Organization: Solitary, cluster (2-5), or colony (6-20) 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Usually Neutral Evil 
  Advancement: 4-6 HD (Large); 7-12 HD (Huge) 
  Description: A weedling looks like the humanoid version 
  of a large dandelion or sunflower. Its orb-like head is sur-
  rounded by raggedy yellow petals. Its plain face is tan 
  with a slit mouth and two expressionless black spheres 
  for eyes. The weedling's upper body is green with sparse, 
  stubbly hair. Its lower body is brown, and covered in 
  root-like hair. The creature has long, thin arms that end 
  in spindly and sharp fingers. The weedling's legs are rela-
  tively short and feature stubby feet. 
               In their spare time, weedlings enjoy tearing up 
  healthy fields or gardens. Afterwards, they “plant” themselves from the waist down and draw nutrients from the 
  well fertilized and irrigated soil. While planted, it is easy to mistake them for large, inanimate flowers. When 
  they have drawn all they can from an area, they move on and repeat the process.  
               Weedlings speak their own language and rarely learn the language of others. They are selfish crea-
  tures that live off the hard work of farmers and gardeners. 
  Nightmare/ Dream: A farmer is walking through his field. He is pleased with what he sees, as the plants are 
  healthy and growing. His smile suddenly dissolves when he rounds the corner of his farmhouse and sees an 
  entire patch of his crop uprooted and destroyed. In its place is a cluster of huge dandelion-like weeds. He grabs 
  his pitchfork from the side of the house and stomps towards the weeds with a look of vengeance. The weeds 
  suddenly animate, their flowered heads returning a gaze of inhuman terror. The farmer’s jaw drops as he stares 
  in disbelief. The weed-creatures swiftly uproot themselves and march toward the petrified farmer who feints 
  from fright. 
               A Kentucky gardener snaps awake with a gasp. Those pesky weeds followed him into his dreams. He 
  has been trying to avoid using herbicides, but a nasty cluster of dandelions has been killing off his prized bego-
  nias. No matter how many weeds he plucks, they keep coming back.  He decided then and there, herbicides are 
  the answer. He clutches his pillow and tries to clear his thoughts of the weeds before he drifts to sleep. 
  Combat: Weedlings use a combination of spell-like abilities and claw attacks in combat. They are strong, fo-
  cused opponents who do not back down from a threat. 
  Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject 
  to critical hits. 
  Regeneration (Ex): Fire and acid deal normal damage to a weedling. 
  Spell-like Abilities (Sp): 3/day—Entangle, goodberry, pass without trace, warp wood, wood shape; 1/day—
  plant growth, spike growth, control plants. These abilities are as the spells cast by an 8th-level druid (save DC 
  11 + spell level). 
   
   
  
   Nightmares & Dreams:  A Creature Collection 
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  Type:  Tiny Animal 
  Hit Dice: ½ d8 (2hp) 
  Initiative:  +3 (+3 Dex) 
  Speed:  15 ft., climb 15 ft. 
  AC:  15 (+2 size, +3 Dex) 
  Attacks:  Bite +1 melee 
  Damage:  Bite 1d2 
  Face/Reach: 2 ½ ft. by 2 ½ ft./ 0 ft. 
  Special Attacks: Blade fall, Blade field 
  Special Qualities: Blindsight 
  Saves:  Fort +2, Ref +5, Will +1 
  Abilities:  Str 4, Dex 16, Con 10, Int 2, Wis 12, Cha 12 
  Skills:  Balance +10, Climb +12, Hide +13, Listen +4, Spot +4 
  Feats: - 
  Climate/Terrain:  Any forest 
  Organization:  Clutch (4-8), cluster (9-16), colony (17-30) 
  Challenge Rating: 1/6 
  Treasure:  None 
  Alignment:  Always neutral 
  Advancement: None 
  Description: 
  Blade snakes have exceptionally thin bodies that are pale 
  white or even translucent in 
  color.  The source of the blade snake’s name is the exceptionally 
  sharp bone tip at the end of its 
  tail.  While their eyes are weak, blade snakes use their ability to 
  sense vibrations to detect prey, 
  and can easily hone in on their victims.  Many have suggested that 
  blade snakes aren’t snakes at all.  
  Not only do they bear the oddities described above, but they also bite 
  and chew their food rather than 
  trying to swallow it whole.  This allows a large number of blade snakes to share in consuming a single large 
  victim.  Blade snakes remain together in large family groups and hunt together, seeking the largest prey they 
  can safely attack.   
  While blade snakes usually select smaller prey, they have been known to attack creatures as large 
  as horses.  Some survivors of blade snake attacks described a rain of snakes falling from tree branches, tail-
  first.  Others have described stepping on something very sharp, and then getting swarmed by a large number 
  of biting snakes.  Certain explorers have suggested the snakes eat fruit and only attack to defend their trees.  
  While they do tend to make their dens near fruit trees, this is because the fruit attracts easy prey.  Orchard 
  owners finding signs of blade snakes promptly offer rewards for their sharp tails.  
  Nightmare/Dream: 
               A young woman came across a den of newly hatched grass snakes while gardening.  Terrified of 
  snakes to begin with, she began to chop the snakes to pieces with a sharp shovel.  While the terror and fear 
  faded after the snakes were killed, she revisited the horror that very night in a terrifying dream.  She 
  dreamed a hail of tiny snakes fell from the sky to impale her with their tails and pin her to the ground.  She 
  awakened with a piercing scream when the dream snakes began to bite her, and her fear left her unable to 
  sleep for the rest of the night.   
  It was a strange and ominous night in the town of Loftdale. The small caravan that rolled into the square that 
  evening carried an unwanted cargo that struck grief into the citizens of the small berg.  In the back of the 
  last wagon, covered by a burlap, blood-stained tarp lay the bodies of Malcolm and Sterling Nealy, well-known 
  brothers who held a bit of fame as local hunters. 
  The mayor stared in disbelief  at the bodies. They were severely chewed on in many places and in others it 
  appeared that they were stabbed a thousand times by very small, sharp blades. 
  The mayor looked to the caravan master and asked with a stutter, “ What d-d-did this t o them?” 
  The grizzled old merchant shrugged with a grimace and shuffled around in some other junk in the wagon. He 
  drew out a tiny, white snake. It was torn neatly in half . He held it up. “This, I think.” 
  The mayor offered a puzzled look and several of the other townsfolk snorted, almost laughing. 
   
   
   
  Blade Snake
  Blade Snake
  Blade Snake
  Blade Snake    
   By Patrick J.P. Lawinger 
  Illustrations: D Herring & J Kubisz 
  
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   Nightmares & Dreams:  A Creature Collection 
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  The merchant then pulled something from his pocket. The other half of the snake fit neatly, the tip of its long tail 
  ending in a sharp, bone blade. Dried blood was crusted to it. 
  As he displayed it to the mayor and the townsfolk, he turned a fearful eye back to the road. “ There must have 
  been more of these things than one can count to do this, maybe thousands, but this here is all we found as evi-
  dence.” 
  A mumble ran through the crowd and the mayor raised his hands to quiet them. He looked to the road, following 
  the merchants gaze. 
  “Gather the watch and search out as many huntsmen as you can find. If these terrible things are out there, we 
  must deal with them. The roads must stay open.” 
  Combat: 
  Blade snakes attack using one of their special attacks.  Generally they will hide within the branches of a fruit tree 
  waiting for a victim to pass beneath them.  When a victim is in range, the snakes drop off the branches, tail first, 
  attempting to stab their victims with their tails.  A snake that has attacked in this manner can easily cause a great 
  deal of damage to a victim, often incapacitating it so that the entire group of snakes may begin to feed.  A second 
  method of attack is only used by a large group of snakes.  The snakes will find a well-traveled path or game trail 
  and burrow into the earth until only their tails are exposed.  Creatures stepping into a blade field often suffer 
  enough damage that they can no longer walk.  Snakes will then try to maneuver above the victim and use their 
  blade fall attack to finish them off. 
  Special Attacks: 
  Blade Fall (Ex): A snake falling tail-first makes a +6 melee attack which, if successful, does 2d4 piercing dam-
  age. 
  Blade Field (Ex): Fifteen or more blade snakes can set up a blade field that covers approximately 5 square feet.  
  Any creature walking through the field must make a Reflex save (DC13) or suffer 1d6 piercing damage to one of 
  their feet.  If damage exceeds 30% of their maximum hit points, the victim must pause nearby to treat the wound 
  before being able to travel any further. 
  Special Qualities: 
  Blindsight (Ex): Blade snakes depend on vibration and sound to locate their prey, and suffer no penalties to 
  attack rolls in complete darkness.  
  Coming Next 
  Month! 
  Blade Snake: Continued
  Blade Snake: Continued
  Blade Snake: Continued
  Blade Snake: Continued    
  
   Nightmares & Dreams:  A Creature Collection 
  Page 6 
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  Type: Small Aberration 
  Hit Dice: 1d8 (4) 
  Initiative: +3 (Dex). 
  Speed: 30 ft. Climb 30 ft. 
  AC: 16 (+1 size, +3 dex, +2 natural) 
  Attacks:  2 claws -1 melee 
  Damage: Claw 1d3 -2 
  Face/Reach: 5 ft. by 5 ft. / 5 ft. 
  Special Attacks: Animate String 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +0, Ref +3, Will +2 
  Abilities: Str 7, Dex 17, Con 11, Int 6, Wis 10, Chr 10 
  Skills:  Hide +7, Spot +4, Craft (weaving) +10*  
  Feats: None 
  Climate/Terrain: Temperate Forest 
  Organization: Solitary or Family (2-4) 
  Challenge Rating: 2 
  Treasure: Standard 
  Alignment: Usually Neutral Evil 
  Advancement: 2-4 HD (Medium) 
  Description: The unknitter is a strange creature that looks like a large goblinoid head attached to four arms. 
  Its face is grotesque: a large mouth filled with tiny teeth, a huge misshapen nose, and a small horn on its fore-
  head.  It has no neck or body to speak of, besides a thick tail that protrudes from behind its arms. It moves on 
  its hands and can climb as fast as it can move on the ground. Unknitters range in color from pale green to yel-
  low.  
   Unknitters live in the tops of tree where they make web-like lairs out of stolen thread and string. They are 
  timid creatures who live only to steal string and build bigger lairs. They occasionally collect small baubles and 
  curiosities to decorate these lairs. 
  Nightmare/ Dream: A richly dressed noble is on his way to an important party with the prince. He walks hur-
  riedly down the cobblestone path to the palace. Suddenly a small four-armed goblin creature jumps out from 
  behind some nearby shrubs. The noble jumps back startled. Without warning, the noble’s clothes begin to un-
  ravel with alarming speed. He sprints past the horrible goblin thing, and runs strait towards the castle. He  
  doesn’t stop until he reaches the courtyard. As he stands there, trying to catch his breath, he is surrounded by 
  alarmed stares and giggling. In his haste, he did not notice that his clothes had been completely destroyed. The 
  embarrassment of standing naked in front of the prince and all other nobility causes the man to feint.  
     In a large California mansion, a multimillionaire internet tycoon wakes up disturbed. He keeps having this 
  same dream over and over. His psychologist says that it is because he suffers from social anxiety. In actuality, 
  he would really like to ring that little goblin-thing’s neck…if it had a neck. 
  Combat: The unknitter usually avoids melee combat, but can attack with two of its claws at a time. 
  Animate String (Su): This ability has a range of 100 ft. and affects one item, chosen by the unknitter, that 
  contains thread, string, yarn, or any other similar material that is less than one-quarter inch in diameter thick. If 
  the item is magical, it is immune to this effect. All string-like material in the affected item unweaves, untangles, 
  and unties itself and then moves towards the unknitter at a speed of 30 feet. It takes the unknitter a full-round 
  action to activate this ability, which can be activated as often as desired. This ability can be used to destroy 
  leather armor, clothes, and bows (until the bowstring is replaced) among other things. The unknitter may chose 
  to have the string do one of two things, either wind around its tail, or form in a large pile in front of itself. 
  Skills: Because of their tendencies to weave their lairs out of thread, Unknitters gain a +8 racial bonus to Craft 
  (weaving).  
  Unknitter
  Unknitter
  Unknitter
  Unknitter    
  By John Kubisz 
  
  Page 7 
   Nightmares & Dreams:  A Creature Collection 
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  Description: The heartbreaker is a ten-foot long toad-like creature with six legs, a huge mouth with thick lips, a 
  large orb-like single eye, and small horn on top of its head.  It is gray in color with a wart-encrusted, blubbery 
  hide. Its cyclopean eye is truly repulsive as it takes up most of the upper part of its face. Gigantic lips that mark 
  the entrance to its equally huge mouth dominate the lower part of its face. In the heartbreaker’s mouth it has a 
  human-like tongue and rows of tiny, sharp teeth. Its middle legs are the biggest and strongest, while its forelegs 
  are stumpy, and hind legs are thin and bony.  It runs with a hopping stride that allows it to move its huge bulk 
  with great efficiency.  It speaks the language of the land with a surprisingly human voice. 
  Nightmare/ Dream: Two lovers sit in a field having a romantic picnic. Everything is going perfect, but there is 
  an eerie feel in the air. The dashingly handsome man hands the woman a small ring box. The woman smiles and 
  opens it, finding it to be empty. Suddenly, the sky clouds over and lightning sparks across the sky. During the 
  thunder that follows, the man turns to his confused girlfriend and gives her an unnerving smile. Slowly his fea-
  tures morph into that of a huge, horrible toad-like beast. The girl screams. The toad-beast responds with a hor-
  rific cackling sound. The woman, overtaken with fear and sadness, stares motionless as the beast opens its mouth 
  to swallow her. 
               A young earth woman awakens suddenly, with tears running down her face. This is the reoccurring 
  nightmare that she has had since she was a little girl. It all started when a young boy, the object of her first 
  crush, gave her a nicely wrapped gift box. Thinking it was finally some reciprocation of the feelings she had, she 
  eagerly opened it in front of her classmates. To her shock and dismay, it contained a grotesque toad that jumped 
  out at her and made her scream. The laughter of her classmates sent her home crying. This cruel joke manifested 
  as the heart breaker in her dreams that night, and continues to haunt her whenever she is dating.  
  Combat: The heart breaker is a cruel fiend intent on charming young women and luring them to their doom. It is 
  most often encountered while it is magically disguised as a handsome man. Under this illusion, the Heart Breaker 
  will use its charm ability, charisma, and stunning good looks to convince a lady to visit a remote local with it un-
  der romantic pretense. It is then that the heart breaker assumes its true form. If the woman puts up a fight, the 
  beast will use its cackle ability to induce overwhelming sadness. The heart hreaker’s ultimate goal is to swallow 
  the woman whole, digesting and taking nourishment from both her body and her sorrow. 
   
   
  Type: Large Magical Beast 
  Hit Dice: 3d10+9 (25 hp) 
  Initiative:  +5 (+1 Dex, +4 improved initiative). 
  Speed: 40ft 
  AC: 16 (+1 Dex, +5 natural) 
  Attacks: Bite +6 melee 
  Damage: Bite 1d8+6 
  Face/Reach: 5 ft. by 10 ft. / 5 ft. 
  Special Attacks: Hurtful cackle, 
  improved grab, swallow whole 
  Special Qualities: Alternate form, charm person 
  Saves: Fort +6, Ref +4, Will +3 
  Abilities: Str 18, Dex 12, Con 17, Int 
  13, Wis 11, Chr 17 
  Skills: Bluff +9, Disguise +9, Knowledge (any 
  one) +7, Listen +6, Spot +3 
  Feats:  Improved Initiative, Iron Will 
  Climate/Terrain: Any civilized 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 4-5 HD (Large); 6-12 HD (Huge) 
  Heart Breaker 
  By: John Kubisz 
  
   Nightmares & Dreams:  A Creature Collection 
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  Alternate Form (Su): The heart breaker may assume any humanoid form of small or medium size as a standard 
  action. This ability is similar to the polymorph self spell but allows only humanoid forms. 
  Charm Person (Su): The heart breaker can charm a humanoid creature with a look. This is not a gaze attack. 
  The ability has a range of 30 feet. An affected opponent must succeed a Will save (DC 14) or become enraptured 
  by the beast. The victim will do anything to protect the creature, even if it means facing certain death. The ability 
  is otherwise similar to charm person cast by a 3rd level sorcerer. 
  Hurtful Cackle(Su): Once per day, and only in its true form, the heart breaker can activate its Hurtful Cackle 
  ability. All within 25 feet of the creature must make a Will save (DC 17) or be affected by overwhelming despair 
  (enchanted creatures suffer a –2 moral penalty to saving throws, attack rolls, ability checks, skill checks, and 
  weapon damage rolls). This effect is otherwise similar to the spell emotion, cast by an 8th level sorcerer. 
  Improved Grab(Ex): To use this ability, the Heart Breaker must be in its true form, and it must hit with its bite 
  attack. If it gets hold, it automatically deals bite damage and can try to swallow the opponent. 
  Swallow Whole (Ex): This ability can only be used while the creature is in its true form. The heart breaker can 
  try to swallow a grabbed opponent of small or medium size by making a successful grapple check. Once inside the 
  beast, the opponent will take 1d8 points of acid damage per round. A swallowed creature can also cut its way out 
  by using a Small or tiny slashing weapon to deal 7 points of damage to the creature’s interior (AC 15). The heart 
  breaker can hold one medium or two small or tiny creatures. 
  Heart Breaker 
  Concept Drawing 
  
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   Nightmares & Dreams:  A Creature Collection 
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  DESCRIPTION:  
  The black lover is a creature of deceit and betrayal.  She is the nightmare of broken vows and infidelity.  She is 
  able to, by glamour, assume the form of any medium-size female humanoid or monstrous humanoid (and can 
  automatically assume the form of any male’s love). 
   
  A black lover sows deceit and hatred among mortals by implanting a memory of a torrid affair in the mind of a 
  sleeping male, and then lying down beside him when he awakes.  These are best done when there is a woman 
  who can come in and see them together. 
   
  Nightmare/ Dream 
  Every young bride, rich or poor, shares the same horrifying dream.  What if they are not the one?  What if their 
  husband is truly in love with another?  A fear nearly as great is the nightmare of young husbands—the horrible 
  thought that there might be someone else, that they might break their matrimonial vows and betray the one 
  they love with all of their being. 
   
  Combat 
  A black lover avoids direct combat whenever possible.  Her preferred method of attack is to sneak into the bed 
  of a married or betrothed man, and use her modify memory ability to implant a memory of a torrid love affair 
  between the man and herself.  She then lies down next to the man, and awaits for the morning, and the man’s 
  true beloved to arrive. 
   
  When forced into actual combat, a black lover will slash out with her poisoned claws as her only means of at-
  tack.  If at all possible, she will use her glamour or her modify memory to convince a nearby man to defend 
  her. 
   
  Type:  Medium Monstrous Humanoid (Evil) 
  Hit Dice: 4d8 (16 hp) 
  Initiative:  +5 (+1 dex, Improved Initiative) 
  Speed:  30 ft. 
  AC: 11 (+1 dex) 
  Attacks:  2 claws +6 melee 
  Damage:  Claw 1d4+2 and poison 
  Face/Reach:  5 ft. by 5 ft. / 5 ft. 
  Special Attacks:  Poisonous claws, modify memory 
  Special Qualities: Glamour 
  Saves:  Fort +1, Ref +5, Will +6 
  Abilities:  Str 14, Dex 12, Con 11, Int 17, Wis 15, Cha 
  19 
  Skills:  Bluff +8, Disguise +11, Innuendo +8, Listen +9, 
  Perform +8, Spot +9, Use Rope +8 
  Feats:  Dodge, Mobility, Spring Attack, Improved Initia-
  tive, Quicken Spell-like ability (Modify Memory) 
  Climate/Terrain: Any 
  Organization:  Solitary 
  Challenge Rating:  5 
  Treasure:  Standard 
  Alignment:  Chaotic evil 
  Advancement:  5-12 HD (Medium) 
  Black Lover
  Black Lover
  Black Lover
  Black Lover    
  By: Doug Meerschaert 
  Art: Doug Herring 
  
   Nightmares & Dreams:  A Creature Collection 
  Page 10 
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  Poison (Ex):  Claw, Fortitude save (DC 12); initial damage 2d6 temporary wisdom, secondary damage 1d6 per-
  manent constitution. 
   
  Modify Memory (Su):  At will, a black lover can attempt to alter the memory of a nearby creature.  She can 
  perform any of the actions of the modify memory spell, although her supernatural ability causes the altered 
  memories to take effect immediately after the casting is done.  Conscious creatures are allowed a Will save (DC 
  18) to throw off the false memories, but those who have the memories implanted while they sleep suffer a –4 
  circumstance penalty to their save. (Effective Will DC 22). 
   
  Glamour (Ex/Su):  As a final tactic, a black lover can blindly assume the form of a nearby male’s beloved.  
  However, this ability gains her no knowledge of the form she wears—not even her name.  The ability to assume 
  a target’s beloved is supernatural, but maintaining the form itself is extraordinary. 
  Black Lover
  Black Lover
  Black Lover
  Black Lover    
   
  
  Page 11 
   Nightmares & Dreams:  A Creature Collection 
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  Monster Title: Dragon, Dream 
  Type: Huge Dragon (Fire) 
  Hit Dice: 26d12+130 (299 hp) 
  Initiative: +4 (+4 improved initiative). 
  Speed: 40 ft; Fly 150 ft. (poor) 
  AC: 29 (-2 Size, +21 natural) 
  Attacks: Bite +34 melee, 2 claws +30 melee, 2 wings 
  +29 melee, tail slap +29 melee 
  Damage: Bite 2d8+8, claw 2d6+4, wing 
  1d8+4, tail slap 2d6+12 
  Face/Reach: 10 ft. by 20 ft. / 10 ft. 
  Special Attacks: Breath Weapon, Shrink, Spells, 
  Spell-Like Abilities 
  Special Qualities: Blindsight, Frightful Pres-
  ence, Keen Senses, Immunities, Spell Resistance 18 
  Saves: Fort +23, Ref +18, Will +20 
  Abilities: Str 26, Dex 10, Con 21, Int 16, Wis 15, 
  Chr 17 
  Skills: Bluff +32, Concentration +31, Diplomacy 
  +32, Knowledge (any) +32, Listen +33, Scry 
  +30, Spot +33, Search+ 30 
  Feats:  Alertness, Flyby Attack, Hover, Im-
  proved Initiative, Power Attack, Sunder, 
  Weapon Focus (claw) 
  Climate/Terrain: Any Land 
  Organization: Solitary 
  Challenge Rating: 16 
  Treasure: Double Standard 
  Alignment: Always Chaotic Neutral 
  Advancement: 27-31 HD (Huge); 32-38 HD 
  (Gargantuan); 39+ (Colossal) 
  Description:  Dream dragons are unpredictable in the 
  extreme. Their personalities are not stable, and a 
  friendly dream dragon may turn deadly in the course of a 
  few rounds. It is because of this chaotic nature that they 
  should never be trusted. 
               Dream dragons have the standard draconic 
  form; a large serpentine body, four powerful legs, and 
  huge, bat-like wings. They also have large cat-like eyes, 
  enlarged fangs, and a beak-like nose. A pair of twisting 
  horns protrude strait from the back of the dragon’s head. 
  A dream dragon has small, irregular scales on the top of 
  its body, with thick, plate-like scales underneath.  
               Dream dragons, regardless of age or size, have 
  naturally dull-gray metallic scales. Some dream dragons, 
  ashamed of their rather plain color, will hire people to 
  paint them another color. Therefore, it is not unusual to 
  encounter a dream dragon with fantastic colors that are 
  quite permanent. The magical properties of a dream 
  dragon’s scales make them bond well with standard 
  paint. 
   
  Dream dragons are naturally curious and will 
  often make lairs near civilized communities. In 
  their diminutive form, they will venture into 
  these lands to explore and acquire treasure. Be-
  cause of their disguise and passive sleep abili-
  ties, they are seldom discovered until it is too 
  late. 
  Combat: Dream Dragons are hard to predict in 
  combat. Sometimes they are calculating oppo-
  nents, who plan out each step of their attack 
  with clockwork precision. Other times, they just 
  charge in blindly and attack with the standard 
  claw/claw/bite routine. 
  Blindsight (Ex): A dream dragon can use its 
  other senses in place of sight up to 180 feet. 
  Breath Weapon (Su): Dream dragons have 
  two types of breath weapon—a line of molten 
  lead or a cone of sleep smoke. Creatures within 
  the cone must succeed a Will save (DC 27) or 
  fall asleep, regardless of HD, for 1d4 + 6 
  rounds. The cone is 50 feet long. The stream of 
  molten lead does 8d6 damage with a save of DC 
  27 in a line that is 100 feet long, 5 feet high, 
  and 5 feet wide. A dream dragon can use either 
  breath weapon once every 1d4 rounds. 
  Dream Dragon
  Dream Dragon
  Dream Dragon
  Dream Dragon    
  
   Nightmares & Dreams:  A Creature Collection 
  Page 12 
  NNNN    D 
  Fire Subtype (Ex): Fire immunity, double damage 
  from cold except on a successful save. 
  Frightful Presence (Ex): The radius of this effect 
  is 180 feet, with a DC of 29. 
  Immunities (Ex):  Dream dragons, like standard 
  dragons, are immune to sleep and paralysis effects. 
  Keen Senses (Ex): Dream dragons see four times 
  as well as a human in low-light conditions and twice 
  as well in normal light. They also have darkvision 
  with a range of 600 feet. 
  Shrink (Su): As a full round action, a dream 
  dragon can reduce its size to diminutive (6 inches 
  long). It can maintain this size indefinitely, but can-
  not use any of its special abilities in this form, nor 
  can it attack. It can end this effect at will. The 
  dream dragon uses this ability to explore areas with-
  out being noticed. It can also use this ability to sur-
  prise opponents. 
  Spells: A dream 
  dragon can cast 
  spells like a sorcerer 
  of 6th level. 
  Spell-like Abilities 
  (Sp): At will—Sleep; 
  3/day—Hypnotic Pat-
  tern, Minor Image; 
  1/day—Major Image, 
  Dream, False Vision, 
  Nightmare. These 
  abilities are as the 
  spell, cast by a 16th 
  level sorcerer. 
  Nightmare/ Dream: A stone table sits in the middle 
  of a stately courtyard of the king’s castle. On the table, 
  a small metal dragon figurine rests, gazing out at the 
  beautiful garden. Suddenly, a knight in full armor 
  barges into the courtyard, with sword drawn. The small 
  dragon figurine turns to look at the knight, and sud-
  denly the table topples with the weight of a gigantic 
  dragon. The now huge dragon smiles at the knight and 
  begins circling for combat. The knight lunges at the 
  dragon who sweeps its claws across the knight’s ar-
  mor. Still smiling, the dragon bellows a cloud of blue 
  smoke. The knight tries to hold his breath, but feels 
  the smoke working its way into his lungs. He stumbles 
  backwards. He desperately tries to stay conscious. He 
  falls to the ground. His last sight threw heavy eyelids is 
  a grinning dragon who whispers “pleasant dreams!” 
               On Earth, at a large gaming convention, a 
  young gamer wakes up at a table filled with toppled 
  miniatures. Its 4 AM and 
  he has a splitting head-
  ache. In the last three 
  days he existed solely on 
  caffeine, role playing 
  games, and absolutely no 
  sleep. He shakes his 
  head. He must have 
  fallen asleep after the last 
  game and had a night-
  mare. He looks down at 
  the pewter dragon that 
  stares at him from the 
  table. With a coy grin, he 
  reaches down and knocks 
  the toy dragon over. The 
  gamer then wanders off 
  in search of another 
  game. 
  Original Concept Art 
  
  Page 13 
   Nightmares & Dreams:  A Creature Collection 
  NNNN    D 
   
  Type: Medium-Size Undead 
  Hit Dice: 1d12 +3 (9 hp) 
  Initiative: +2 (Dex) 
  Speed: 20 ft. 
  AC: 14 (+2 Dex, +2 natural) 
  Attacks: 2 claws +0 melee 
  Damage: Claw 1d4 
  Face/Reach: 5 ft. by 5 ft. / 5 
  ft. 
  Special Attacks: Death dance 
  Special Qualities: Undead, immu-
  nities 
  Saves:  Fort +0, Ref +2, Will +2 
  Abilities: Str 11, Dex 14, Con --, Int —, Wis 
  10, Cha 10 
  Skills: None 
  Feats: Toughness 
  Climate/Terrain: Any land and underground 
  Organization: Any 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 2-4 HD (Medium) 
  Description:  Dancing dead are animated skeletons, 
  doomed to dance for eternity. In appearance, they 
  vary little from normal skeletons. They are often 
  black with dried blood, as most have never been ex-
  posed to the sun or other outdoor elements neces-
  sary to wash away the gore. However, due to their 
  near constant movement, any hint of flesh or cloth-
  ing is ground to dust under their feet. Particularly old 
  dancing dead have been dancing for so long that 
  their feet have worn away, and continue to-
  move about on their leg bones. 
  Dancing dead are found in abandoned structures 
  and crypts, mindlessly dancing their hypnotic and 
  deadly dance.  Most who have witnessed their 
  abominable activity have also joined their ranks. If 
  the structure that houses them ever falls, which is a 
  common thing due to their eternal tapping, the sur-
  viving dancing dead begin to dance through the 
  countryside, creating a merry mob of death.  
  Combat:  Dancing dead do not engage in 
  melee unless provoked. If provoked, they 
  incorporate their raking claw attacks into 
  their dance. 
   
  Undead:  Immune to mind-influencing ef-
  fects, poison, sleep, paralysis, stunning, 
  and disease. They are not subject to critical 
  hits, ability damage, subdual damage, en-
  ergy drain, or death from massive damage. 
  Dancing Dead 
  
   Nightmares & Dreams:  A Creature Collection 
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  Immunities (Ex):  Dancing Dead have cold 
  immunity. They also only take half damage 
  from piercing or slashing weapons, because 
  they lack flesh and internal organs. 
   
  Death Dance (Su):  As long as a dancing 
  dead is able to move, this ability is always ac-
  tive. Creatures who are both viewing these 
  creatures and hearing their tapping must make 
  a Will save DC 17, or fall victim to its deadly 
  affects. Each round of listening and viewing the 
  dead requires another saving throw. If af-
  fected, the victim will begin to dance, and will 
  be unable to perform any other action. In addi-
  tion, he will take 1d4 points of temporary Con-
  stitution damage per round of dancing. If he 
  ever falls below one point of Constitution, he 
  will die, and his skeleton will immediately va-
  cate his body--becoming a brand new dancing 
  dead. The dancing affect is otherwise identical 
  to one caused by Otto’s irresistible dance cast 
  by a 16th level sorcerer. If the dancing is dis-
  pelled by dispel magic or similar spells before 
  the victim dies, he can regain his Constitution 
  normally. Likewise, if the still living victim is 
  removed from the vicinity of the dancing dead 
  (can no longer see or hear them) he may make 
  an additional Will save (DC 15) per round to 
  stop dancing. 
   
  Nightmare/Dream:  As the young adven-
  turer violated the depths of the vacant man-
  sion, the light of her torch reluctantly beat 
  back the shadows. The stories of this place be-
  gan flooding her mind. The mysterious circum-
  stances, the talk of curses, and the tales of 
  haunts that surround this stately abode circled 
  her as she entered its main hall. Trembling, 
  she pressed forward, determined to find the 
  answer to why such a magnificent structure 
  was so hastily abandoned; its owners and its 
  guests never to be seen again.  
  Turning off of the main hallway, she heard a 
  rhythmic tapping sound. Drawing her dagger, she 
  crept up to the closed door, behind which the 
  sound emanated.  She held her breath and lis-
  tened, trying desperately to analyze what she 
  was hearing. It sounded like loud tapping, in a 
  rhythmic sequence. It was reminiscent of a dozen 
  broomsticks being tapped against the floor, with 
  near perfect synchronicity.  The sound seemed 
  deliberate; it wasn’t the wind, it wasn’t an animal, 
  and it was definitely not natural. Now shaking 
  with fear, she slowly, unlatched the door and 
  peered inside. The macabre scene caused her to 
  nearly feint. In the darkness, to no music beyond 
  the tapping of their fleshless feet, undead skele-
  tons were violently dancing in a dusty ballroom. 
  They were dancing a strange hypnotic dance; 
  their bodies impossibly swaying and spinning to 
  the maddening tapping sound that filled her ears. 
  Her body betrayed her, and began to sway to the 
  tapping, which sounded more and more like dis-
  cordant music the longer she listened. Soon, she 
  was no longer able to control herself, and she 
  trotted straight into the baleful ballroom.  Her 
  muscles strained as she tried desperately to es-
  cape. The skeletal dancers surrounded her, still 
  dancing and tapping out their grisly tune. She 
  screamed until her throat was raw, as she 
  danced, and danced, and danced. Her heart was 
  pounding. She prayed to fall unconscious, but she 
  was painfully aware. Her body was weakening. 
  The cacophony was getting louder. She felt her 
  flesh begin to tear from her bones. 
  Danielle suddenly sits up from the floor; gasping 
  for breath and dizzy. A crowd of concerned peo-
  ple encircled her. It was a long night of too much 
  wine and dancing, and it finally caught up with 
  her. She had passed out on the dance floor. The 
  tapping of bones still echoing in her head as she 
  tried to regain her feet. When her boyfriend es-
  corted her to his car, she closed her eyes tight, 
  trying to squeeze away the last fleeting images of 
  the deathly dancers from her dream. The images 
  were slowly replaced with a pounding headache, 
  as she swore to herself she would never drink 
  again. 
  
  Page 15 
   Nightmares & Dreams:  A Creature Collection 
  NNNN    D 
  Type: Small Magical Beast 
  Hit Dice: 1d10 + 1 (6 hp) 
  Initiative: +6 (+2 Dex, +4 Improved 
  Initiative) 
  Speed: 30 ft. 
  AC: 19 (+1 size, +2 Dex, +6 natural) 
  Attacks: 2 claws +5 melee, bite +3 
  melee 
  Damage: Claw 1d4+2, bite 1d4+2 
  Face/Reach: 5 ft. by 5ft. / 5 ft. 
  Special Attacks: Ignite, steal breath 
  Special Qualities: Ethereal jaunt 
  Saves: Fort +3, Ref +4, Will +0 
  Abilities: Str 16, Dex 15, Con 12, Int 
  6, Wis 10, Cha 10 
  Skills: Hide +4, Listen +4, Spot +4 
  Feats: Improved Initiative 
  Climate/Terrain: Any land 
  Organization: Solitary 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Usually chaotic evil 
  Advancement: 2-4 HD (Medium-size) 
  Cat Nap 
  Description: Catnaps are small de-
  monic felines who spend much of their 
  time on the Ethereal Plane. They are 
  about twice the size of the average 
  house cat, and share the same basic 
  form. However, catnaps are devoid of 
  fur and have much larger teeth and claws. Cat-
  naps see through fiery orange eyes, lit with an 
  eerie glow. Their wrinkly gray skin is tough as 
  leather, and covered in tiny thorns. A catnap’s 
  meow is surprisingly similar to other cats, but 
  seems to carry for greater distances.  
  Catnaps have all the mischievousness of a do-
  mestic cat amplified by intelligence and a ten-
  dency towards evil. They spend most of their 
  time sleeping and stalking on the ethereal plane. 
  However, for 5 rounds per hour, they can materi-
  alize and attack.  
  If they were unsuccessful in killing their prey, they 
  will continue to stalk it while ethereal, and attack at 
  the next opportunity. Catnaps are especially fond of 
  attacking a wizard’s familiar, and seem to seek those 
  out above all else. However, their special abilities 
  make them a serious nuisance towards any creature. 
  They have been blamed for unexpected deaths, live-
  stock mutilations, missing pets, and fires. These 
  events seem to be the calling card of the catnap. 
  
   Nightmares & Dreams:  A Creature Collection 
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  NNNN    D 
  Combat: Catnaps attack with claw and tooth. 
  They use the most efficient and quickest methods. 
  They nearly always attack the weakest opponent 
  first. If they can find the most inopportune mo-
  ment for their opponent to be attacked, they will 
  use it. 
  Ethereal jaunt (Su): A catnap can shift from the 
  Ethereal to the Material Plane as a move equivalent 
  action, and shift back again as a free action. How-
  ever, it can only stay on the Material Plane for a 
  maximum of 5 rounds in a row, before being forced 
  back into the Ethereal. It can only activate this 
  ability once per hour. This 
  ability is otherwise identi-
  cal with Ethereal Jaunt 
  cast by a 15th-level sor-
  cerer. 
  Ignite (Su): As a partial 
  action, the catnap can ig-
  nite any non-magical flam-
  mable substance. By flick-
  ing its tail, the catnap 
  causes hot sparks to fall 
  over a one-foot square 
  area in front of it. The 
  creature can do this as of-
  ten as desired. 
  Steal Breath (Su): As a 
  full round action, the cat-
  nap can use this ability to 
  kill a helpless or sleeping 
  victim. The victim must 
  make a Fortitude save DC 
  25, or die. It appears as if 
  the catnap is “stealing the 
  breath” of the victim; the catnap opens its mouth 
  and inhales, while the victim chokes and gags. This 
  is otherwise similar to a Coup de Grace attack, for 
  all other intents and purposes. See page 133 of 
  Core Rulebook I for the details of this sort of at-
  tack. 
   
   
  Nightmare/Dream: The scene focuses on a 
  humble little hovel. It’s late at night, and its oc-
  cupants lie asleep peacefully in their beds. The 
  midnight bell tolls in the church tower in the 
  distance. Suddenly, an infernal feline appears in 
  a puff of ethereal smoke. It quickly bounds 
  onto the nearest sleeper’s chest and opens its 
  mouth wide. In a matter of seconds, the man 
  begins choking and then finally perishes. The 
  evil cat looks around to see if anyone was 
  stirred by the choking. Then, content that it 
  was undetected, it playfully knocks over a 
  nearby oil lamp. While the oil 
  spreads over the floor, the fur-
  less feline runs into the 
  kitchen, snatches some left 
  over chicken, and sprints back 
  to the oil. With a flick of its 
  tail, the oil is ignited. At the 
  sound of the other occupants 
  stirring, the evil beast fades 
  out of existence. It managed 
  to kill a man, steal some food, 
  and set fire to a house, all in 
  less than thirty seconds. 
  A man on Earth snaps awake 
  in his easy chair, just in time to 
  put out a small fire caused by 
  his cigarette. He was up late, 
  and he has been taking little 
  naps all day to catch up. 
  Meanwhile, his house cat has 
  been especially rambunctious, 
  tearing through the house, 
  knocking over his ash tray, and 
  generally making sure his owner’s little naps 
  don’t last too long. The poor tired man continu-
  ously drifts into troubled sleep, and has night-
  mares of devil cats while his house cat continu-
  ously seeks attention. 
  One more monster to go before the release of Nightmares 
  & Dreams. 
  Look for “The Red Orb” in about a week. 
  
  Page 17 
   Nightmares & Dreams:  A Creature Collection 
  NNNN    D 
  Type:  Large Elemental (Air) 
  Hit Dice:  7d8 (31 hp) 
  Initiative: +4 (Dex) 
  Speed: Fly 40 ft. (perfect) 
  AC: 19 (-1 Size, +4 Dex, +6 natural) 
  Attacks: 12 tentacles +7 melee 
  Damage: Tentacles 1d3 +2 
  Face/Reach: 5 ft. by 5ft. / 10 ft. 
  Special Attacks: None 
  Special Qualities: Craft dream, Ethe-
  real jaunt, invisibility 
  Saves: Fort +3, Ref +9, Will +6 
  Abilities: Str 15, Dex 18, Con 11, Int 
  16, Wis 11, Cha 15 
  Skills:  Bluff +8, Innuendo +8, Listen 
  +9, Move Silently +12, Spot +9 
  Feats: Alertness, Iron Will (2) 
  Climate/Terrain: Any land and un-
  derground 
  Organization: Solitary 
  Challenge Rating: 6 
  Treasure: None 
  Alignment: Usually neutral evil 
  Advancement: 8-10 HD (Large); 10-
  21 HD (Huge) 
  Description:  This naturally invisible creature is 
  usually only seen with the aid of magic. Ensor-
  celled eyes will see this creature as a large billow-
  ing mass of smoke, with dozens of long tendrils 
  reaching off into etherealness. Its form constantly 
  shifts and morphs as it hovers quickly from 
  shadow to shadow. In its presence, there is a 
  faint odor of lilacs drifting in the air, and the 
  sound of breathing.   
  Dream elementals are mysterious creatures with 
  hidden agendas and secret motives. They meet 
  each other once a year, in a remote region on the 
  ethereal plane, to discuss these agendas and mo-
  tives. Otherwise, they are solitary, and will sel-
  dom come within a day’s journey of each other. 
  They have influenced entire towns, although few 
  even know of their existence. Those few that do 
  know of their existence will quickly learn that 
  their influence is nearly always sinister. 
  Dream Elemental 
  Combat:  Dream elementals rarely engage in 
  melee, but can attack with several of its wispy 
  tentacles at a time. Its tentacles, however, were 
  not meant for grasping, and cannot attempt 
  grappling or similar attacks. It uses it tentacles 
  much like a whip. 
   
  Craft Dream (Su):  A dream elemental can use 
  this ability at will. First, it decides what the 
  dream is going to be about. Then, it projects the 
  dream into the minds of every sleeping creature 
  within 50 feet. There is no save to avoid this af-
  fect. The dream is no more dangerous or mind-
  altering than a normal dream; the only difference 
  being that it was crafted by the elemental. In the 
  course of a night, the dream elemental can inject 
  its dreams into an entire town. These dreams are 
  remembered like normal dreams; some will recall 
  the details with perfect accuracy, while others 
  will remember only a hazy, semi-accurate ver-
  sion. A wisdom check may be required to recall 
  certain details, with the DC depending on the fo-
  cus of the details sought (how well the character 
  slept, what condition he was in, etc.).  
  
   Nightmares & Dreams:  A Creature Collection 
  Page 18 
  NNNN    D 
  Ethereal Jaunt (Su):  Once per day, a dream 
  elemental can shift from the material plane to 
  the ethereal as part of any move action. It can 
  shift back again as a free action. It can remain 
  on the ethereal plane for 3 hours before return-
  ing to the material. This ability is otherwise iden-
  tical with ethereal jaunt cast by a 15th  level sor-
  cerer. 
  Invisibility (Sp):  The dream elemental can be-
  come invisible at will, and as often as desired. 
  This ability is otherwise identical to invisibility 
  cast by a 4th level sorcerer. 
   
  Nightmare/Dream:  The dream began in a 
  pleasant field. A farmer was peacefully tending 
  his crops. Birds were chirping and the sun was 
  shining. The farmer looked up at the clear blue 
  sky and smiled. Suddenly, from out of nowhere, 
  a strange man appears. The skies darken and 
  thunder roars. The man wields a scythe blade 
  into the terrified farmer. He proceeds to hack the 
  farmer to pieces. At this point, the dream 
  abruptly ends. 
  The townspeople sleep uneasy that night, all 
  dreaming of this horrific scene. The next day, 
  when they awake, they discover the corpse of a 
  farmer. The body appears to be ravaged as if by 
  a wild beast. At that same time, a strange man 
  enters the town. Although he does not appear to 
  be armed, he looks exactly like the man in their 
  dreams. The townspeople immediately hate him, 
  and rumors fly. Some even report that they saw 
  him sneaking around the farmer’s house last 
  night. Suspicion builds around this man, until he 
  is arrested and later hung for the murder of a 
  farmer he never met. 
  On Earth, the jurors awoke. They were up late 
  debating the innocence of a man accused of 
  murdering his wife. Although the evidence 
  weighed heavily against the man, they couldn’t 
  help feeling as though he was falsely accused. 
  Strangely, they all had dreams of an innocent 
  stranger being hung by an angry and irrational 
  mob. The jurors decided that their apprehension 
  on convicting the man was because there was 
  reasonable doubt that he could commit such a 
  vile act. The man, a true murderer, was set free. 
  Get your copy of our d20 adventure, 
  The Pit of Loch-Durnan, today at Wiz-
  ard’s Attic following the link on our 
  site. 
  Or check with a game retailer near 
  you. 
  The Pit of Loch-Durnan is available 
  now! 
   
  And don’t forget. Nightmares & 
  Dreams is coming out in the second 
  week of June. You can pre-order your 
  copy today. 
  
  Page 19 
   Nightmares & Dreams:  A Creature Collection 
  NNNN    D 
  Diminutive Aberration 
  Hit Dice: 1d8-1 (3 hp) 
  Initiative: 18 (+4 Dex, +4 Improved Initiative) 
  Speed: 30 ft., climb 20 ft. 
  AC: 18 (+4 Dex, +4 size) 
  Attacks: 2 stings, +4 melee  
  Damage: 1d6-3 piercing  
  Face/ Reach: 1 ft. by 1 ft./ 0 ft. 
  Special Attacks: Spell-like abilities, paralysis 
  Special Qualities: Blindsight, attach, immuni-
  ties 
  Saves: Fort -1, Ref +4, Will +2 
  Abilities: Str 5, Dex 18, Con 8, Int 10, Wis 14,  
  Cha 2 
  Skills: Climb +12, Move silently +6, Spot +6 
  Feats: Improved Initiative 
  Climate/Terrain: Any land or underground 
  Organization: Solitary 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 2D8-1 HD (Diminutive); 
   3D8-1 HD (Tiny) 
  The Crimson Orb at first glance appears to be a small, 
  bright red spider with long stick-like legs. However, upon 
  closer examination, it becomes apparent that the Crimson 
  Orb lacks a head. In fact it lacks eyes and a mouth. It 
  has an oval-shaped body with ten legs attached to its 
  underside. The legs are multi-jointed and capable of 
  bending in almost every direction making the Crimson 
  Orb very nimble. The body is one giant sensory organ, 
  very similar in structure to an eye. 
   
  Combat: The Crimson Orb will only attack if it is trying 
  to subdue an opponent so it can attach itself.  If it has 
  already attached itself to a body, it will use any means 
  available to dispose of a threat. 
   
  Paralysis (Ex): The tips of the Crimson Orb’s legs are 
  equipped with tiny venom sacs that can inject a paralysis 
  toxin when inserted into the body.  Any creature that is 
  hit by one of the Crimson Orb’s legs must make a Forti-
  tude save (DC 15) or become paralyzed for 2d6 rounds. 
   
  Attach (Ex): The Crimson Orb is capable of attaching 
  itself to the nervous system of another creature, allowing 
  it to take over its body. To do this, the Crimson Orb first 
  paralyzes the creature; it then removes one of the eyes, 
  and enters the socket legs first. Once firmly inside it im-
  plants its legs deep into the creature’s brain.  
  The legs then function in similar ways to neurons. They 
  can send and receive electrical impulses to and from the 
  brain, allowing the Crimson Orb to control the body of 
  the creature. Once attached, the Crimson Orb becomes 
  the creature.  By tapping into the creature’s brain it has 
  access to all of its thoughts and memories and is capable 
  of using any skills, or special abilities possessed by the 
  creature. The Crimson Orb does not gain the creature’s 
  Intelligence, or Wisdom; it retains its own. It takes the 
  Crimson Orb approximately 10 rounds to complete the 
  process of attachment. The only way to remove the 
  Crimson Orb once it is attached is to do enough damage 
  to it in one hit to kill it outright. If the hit does not kill it 
  instantly or an attempt is made to remove it by force, 
  the Crimson Orb will overload the body’s nervous system 
  by releasing massive amounts of toxin, causing the crea-
  ture’s body to become permanently paralyzed (no save 
  allowed). Once the Crimson Orb has been killed, its car-
  cass can only be removed by someone with the heal skill 
  (DC 20). If the skill check fails, the Crimson Orb’s body 
  has been removed, but the creature has suffered mas-
  sive head trauma and loses 5d6 hit points.  
  CRIMSON ORB 
  
   Nightmares & Dreams:  A Creature Collection 
  Page 20 
  NNNN    D 
  The creature the Crimson Orb is attached to 
  may attempt to regain control of its body. To do 
  this, the creature must have an Intelligence 
  score greater then the Crimson Orb’s. The crea-
  ture must then make a Will save (DC 18). If the 
  save is successful, the creature has regained 
  control of its body for 3d6 rounds. A creature 
  can only attempt to regain control of its body 
  once per day.  
   
  Immunities (Ex): The Crimson Orb and any 
  creature it is attached to is immune to all mind 
  influencing effects.  
   
  Darkvision (Ex): The Crimson Orb’s darkvision 
  is superior to other aberrations; it has a range 
  of 100 ft. 
   
  Spell-like Abilities (Su): The body of the 
  Crimson Orb is capable of several special abili-
  ties that mimic spells. These abilities are listed 
  below and can be used when the Crimson Orb 
  is attached to another creature, unless other-
  wise noted. 
   
  Feeblemind: The Crimson Orb can make its 
  body scintillate, causing anyone who looks at it 
  to become feebleminded as the spell. A suc-
  cessful Will save (DC 15) will negate the effects. 
  The Crimson Orb is capable of using this ability 
  once per day and lasts for 1d6 rounds. This is 
  considered a gaze attack. 
   
  Enlarge/Reduce: The Crimson Orb is capable of 
  enlarging or reducing its body to fit any eye 
  socket. The Crimson Orb only uses this power 
  once it has inserted itself into an empty eye 
  socket. If a Crimson Orb is removed or unat-
  tached, it reverts to its natural diminutive size. 
   
  Hold Person: The Crimson Orb can also use its 
  eye to hold creatures in their tracks. This ability 
  functions like the Hold Person spell as cast by a 
  fifth level sorcerer. The Crimson Orb can use 
  this ability once every three rounds. 
   
  True Seeing: The body of the Crimson Orb is  
  capable of perceiving things not normally no-
  ticeable to others. It is considered to have the 
  True Seeing spell active at all times. 
  Nightmare/Dream: It was the first time the boy had 
  seen his uncle since he returned from the war. He was told 
  by his mother not to ask any questions about his uncle’s 
  eye patch. But, his mother and father were in the kitchen 
  and he couldn’t help himself. He felt ashamed after the 
  question flew from his mouth; he wished he could take it 
  back. His uncle turned his head and stared right through 
  him with his one good eye.  
  “You want to know what happened to my eye?” He said. 
  “How’s about I just show you.” His uncle reached up and 
  grasped the edges of the patch. The boy expected to see a 
  gaping hole where his uncle’s eye used to be. What he saw 
  was much worse. His uncle flipped the patch up revealing 
  the large bulging orb. There were no eyelids to contain its 
  swollen mass. What used to be a normal sky blue eye was 
  now a quivering mass of flesh. The boy ran from the room 
  screaming. That night his dream followed the same course 
  of events only when his uncle flipped up the eye patch the 
  eye fell to the floor and rolled across the carpet stopping at 
  the boy’s feet. The boy stared at it unable to move. What 
  the boy had originally taken to be veins were now moving, 
  gathering themselves up under the eye like legs. It begun 
  to crawl up the boy’s leg, leaving a trail of wetness as it 
  climbed. The boy tried to scream but nothing came out; he 
  was frozen in terror. The eye continued to climb until it 
  was clinging to the boy’s cheek poking at his eye with its 
  vein-like legs. The boy woke with a start swallowing the 
  rising bile that threatened to erupt from his mouth.  
   
  Elsewhere… 
  The thief scouted ahead of the party. So far the passage 
  was clear. He turned to backtrack, and retrieve his friends. 
  At that moment he felt a slight sting on his neck. He tried 
  to reach up to touch the sore spot, but his arm wouldn’t 
  move. He was paralyzed. Then from the corner of his vi-
  sion he could see something crawling up his cheek towards 
  his eye. It appeared to be a large red spider; unlike any 
  the thief had ever seen before. It continued crawling until 
  it was directly over the thief’s eye. It then began to insert 
  each of its legs into the area around the thief’s eyeball and 
  began to pull. The thief felt his eye leaving its socket then 
  lost consciousness.  
  Check these out:
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  Nightmares & Dreams 
  The Pit of Loch-Durnan 
  The Hunt: Rise of Evil 
  Mystic Warriors 
  
   
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
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  Wizards of the Coast, and are used with Permission. 
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  accordance with section 1(e) of the open gaming license version 1.0. All Mystic Eye 
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  names, Mystic Warriors, Vitus, The Pit of Loch-Durnan, The Hunt: Rise of Evil, 
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  system trademark by permission of Wizards of the Coast. 
  These monsters are written for the d20 system. These free creatures are designed for the Hunt: 
  Rise of Evil ™ campaign environment, which is a trademark of Mystic Eye Games ™. Requires 
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  2001 Mystic Eye Games. 
  
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