Abomination, Dream Larva (CR 31)
Large Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: Spot +50 and listen +50
AC: 52 (-1 size, +3 Dex, +40 natural), touch 12, flat-footed 37
Hit Dice: 40d8+360 (700 hp); DR: 15/good and epic or lawful and epic
Fort +31, Ref +25, Will +29
Speed: 80 ft., fly 240 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack -; Grapple -
Attack: Bite +56 melee, 1 gore +51 melee, 4 pincers +51 melee, 4 claws +51 melee
Damage: Bite 4d8+16, gore 4d6+8, pincers 4d6+8, claws 4d6+8
Special Attacks/Actions: Worst nightmare, improved grab, sending, spell-like abilities, summon nightwalker
Abilities: Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36
Special Qualities: Abomination traits, sonic immunity, regeneration 15, fast healing 15, SR 44, 15/good and epic or lawful and epic
Feats: Cleave; Combat Reflexes; Flyby Attack; Great Cleave; Power Attack; Quicken Spell-Like Ability; Improved Sunder; Weapon Focus (pincers); Weapon Focus (gore); Weapon Focus (bite); Weapon Focus (claw)
Epic Feats:Epic Toughness; Epic Weapon Focus (pincer); Epic Weapon Focus (claw)
Skills: Concentration +52, Craft (dreamweaving) +46, Diplomacy +17, Escape Artist +46, Hide +42, Knowledge (dreams) +46, Move Silently +46, Search +28, Sense Motive +35, Spot +50, and listen +50
Advancement: 41-65 HD (large); 66-84 HD (Huge); 85-110 HD (Gargantuan)
Organization: Solitary, pair, or solitary plus 1-4 nightwalkers
Epic Level Handbook
Worst Nightmare (Su): Each time a living creature first views specific dream larva from a distance of 30 feet or less (or from a scrying effect), the subject sees the image of the most fearsome creature imaginable. This is not an illusion or phantasm; the dream larva truly becomes, for just that instant, the subject's worst nightmare. Even if simultaneously viewed by dozens of different creatures, the dream larva appears differently to each one of them. Creatures immune to fear or mind-affecting effects (or warded by protection from evil or death ward spells) are immune to worst nightmare; all others must make a Will save (DC 43) or die from the supernatural horror revealed. Survivors (and those resurrected) are immune to the effect from that individual dream larva in the future.
Spell-Like Abilities: At will - fly, haste, nightmare, prismatic spray; 2/day - dreamscape. Caster level 31st; save DC 23 + spell level.
Improved Grab (Ex): If the dream larva hits with a claw or pincer, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Dream larvae can use improved grab on a creature of any size. The dream larva has the option to conduct the grapple normally, simply use the claw or pincer to hold the opponent, or use sending (see below) on the opponent. Each successful grapple check it makes during successive rounds automatically deals the damage listed for the attack that established the hold unless it used sending on the victim.
Sending (Su): Grappled victims may be physically sent into a nightmare, at the dream larva's option, on the dream larva's next action after establishing the grapple. Victims must make a Will save (DC 43) or be apparently swarmed by thousands of worms making up the dream larva's body. The victim is actually cast into a shrieking maelstrom of dream where it can take no actions but observe. The victim physically returns 2d4 rounds later, apparently ejected from the dream larva's body (but appearing even if the dream larva has left or is otherwise absent). The victim of the nightmare has taken 4d6 points of temporary Wisdom damage, but is otherwise free to act on the round it returns. If the victim takes more Wisdom damage, than it has points of Wisdom, the extra points are instead treated as temporary Constitution damage.
Summon Nightwalker (Sp): Five times per day, a dream larva can summon a nightwalker.
Abomination Traits: Immune to polymorphing, petrification, and other form altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage, immune to mind-affecting effects; fire resistance 20, cold resistance 20; nondetection; true seeing at will, blindsight 500 ft.; telepathy out to 1,000 ft.
Regeneration (Ex): Dream larvae take normal damage from good or lawful weapons or weapons forged by a sleepwalking weaponsmith.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.