Deathly Dream
Level 15
A rift where the waking world thins and a nightmare presses through from the other side. Linger too close and the dream reaches back, hauling the dreamer bodily into its dark.
Drawn to Nightmare (reaction) (arcane, conjuration, teleportation)
To disable: seal the rift using materials strongly grounded to the Material Plane with master Thievery (DC 40), or dispel magic (7th-level, counteract DC 33) to counteract the portal.
Reset The deathly dream trap resets automatically as long as it hasn't been disabled or destroyed.
Level 15 · Complexity Simple
Stealth DC 38 (master)
Disable
- DC 40 (master) — (master) to seal the rift using materials strongly grounded to the Material Plane , or dispel magic (7th-level, counteract
- DC 33
AC 34
HP 96 · Hardness 24
Immunities critical hits, object immunities, precision damage
Trigger A creature other than Dwandek opens the door
Effect The triggering creature is drawn into a pocket plane of pure nightmare (DC 38 Will save to resist). Each round at the start of their turn, the creature takes 4d8 mental damage as they are assaulted by otherworldly visions, and must succeed at a new Will save against the original DC to be ejected from the pocket plane and deposited in the center of area A5.
Reset The deathly dream trap resets automatically as long as it hasn't been disabled or destroyed. Each time it resets, the tiny pocket plane of nightmare it sends its victim into resets as well, so no two victims will ever share the same deathly dream.