Great Dreamer
Awesome Outsider
Hit Dice: 60d8+600 (870 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: Swim 60 ft., fly 1,350 ft. (good),
AC: 31 (16 size, +1 Dex, +36 natural)
Attacks: Bite +80, tail slap +75
Damage: Bite 5d10+20, tail slap 2d8+10
Face/Reach: 80 ft. by 160 ft. /20 ft.
Special Attacks: Improved grab, sound lance, summon elementals, swallow whole, waterspout
Special Qualities: Aura of beauty, grant immortality, living water planet, spelljamming
Saves: Fort +42, Ref +23, Will +32
Abilities: Str 51, Dex 13, Con 30, Int 21, Wis 30, Cha 30
Skills: Animal Empathy +41, Appraise +15, Bluff +20, Decipher Script +23, Diplomacy +48, Gather Information +25, Handle Animal +30, Hide +5, Innuendo +16, Intimidate +28, Intuit Direction +44, KnowledgeAstronomy +30, KnowledgeArcana +15, KnowledgeArchitecture and Engineering +14, KnowledgeGeography +25, KnowledgeHistory +28, KnowledgeLocal +15, KnowledgeNature +28, KnowledgeNobility and Royalty +15, KnowledgePlane +28, KnowledgePlanetology +30, KnowledgeReligion +28, KnowledgeSpelljamming Lore +28, KnowledgeWildspace Navigator +28, Listen +75, Move Silently +11, Perform +28, Search +25, Sense Motive +23, Speak Language (Aquan, Celestial, Druidic, Dwarvish, Elven plus 40 other languages ), Spot +62, Swim +83, Use Magic Device +23, Wildspace Lore +28
Feats: Alertness, Cleave, Combat Reflex, Dodge, Endurance, Expertise, Flyby Attack, Great Cleave, Improved Initiative, Iron Will, Large and in Charge*, Leadership, Lightning Reflex, Power Attack, Skill Focus (KnowledgeAstronomy), Skill Focus (KnowledgePlanetology)
Climate/Terrain: Any wildspace and ocean
Organization: Solitary, or Entourage (212 delphinid knights each of which are 10 to 12 Hit Dice, 14 leviathans, each with the following attendants: 220 colossal whales and 10100 gargantuan whales)
Challenge Rating: 24
Treasure: Standard
Alignment: Always lawful
Advancement: As character class
These enormous space-going cetaceans are apparently responsible for the occurrence of whales and other cetaceans, both in space and on worlds with plentiful water. They travel through space in a spherical envelope of Living Water so large that weather patterns occur on its surface, creating the image of an immense elemental whale swimming through the cosmos. Within this spelljamming size class A planet swims the Great Dreamer's and its "entourage".
Combat: The Great Dreamers do not normally engage in combat; their great power speaks for itself. If the Great Dreamer cannot dissuade attackers, then the Dreamer's entourage will commit an all out onslaught upon the those so foolish.
Aura of Beauty (Su): The aura given off by these beings is so powerful that those who fail Will save (DC 50) are enraptured by the beauty of the Great Dreamer. Beings enraptured by the Great Dreamer's beauty will not perform any acts of violence, it will only stare at this great beast in awe.
Grant Immortality (Su): Perhaps as a function of this guardianship of life, the Great Dreamers has the power to grant immortality to one being, once per year. Usually the champion who receives this honor is a cetacean. Rarely, however, a humanoid that has greatly aided the Dreamers' subjects may receive this gift.
Improved Grab (Ex): To use this ability, the Great Dreamer must hit a huge-size or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.
Living Water Planet (Su): The Great Dreamer can open a gateway to the Elemental Plane of Water, thus creating it's size class A water planet. This water planet instantly responds to the Great Dreamer's commands, moving at what ever speed the Great Dreamer does. This living water planet is very magical as it bestows to all who enter its watery domain the ability to breath water. In addition the Great Dreamer can control the tides within the living water planet.
Sound Lance (Ex): The Great Dreamer can assault an opponents or ship with a sound lance that is within the range of 6000 feet. The lance width is equal to it smaller of its two facings (i.e., the Great Dreamers has a beam that is 80 feet wide). Targets must make Fortitude save DC 50 or be stunned for 1d4 minutes. The sound lance's tone can also changed causing the lance to resonate with the ship's hull, causing a ship to rattle itself to pieces (12d10 hit points of damage per round). Members of the great dreamers entourage have the sound lance ability, but the effects are less so (i.e., Range of 100 feet per Hit Dice of member, Damage is 1d10 per 5 HD of entourage member, and Fortitude save is 10 plus ½ the members HD plus Constitution modifier a delphinid knight does 2d10 hit points of damage and DC 18 for the Fortitude save to avoid being stunned and have a range of 1000 feet).
Spelljamming Ability (Su): When not within 3,750 feet of 10-ton ship/object or within an atmosphere, great dreamers have the innate ability to spelljam across great distances of wildspace. When not moving at spelljamming speed the Radiant dragon moves either by flight or by swimming.
Summon Elementals (Su): The Great Dreamer can also contact the Elemental Planes of Water and Air, summoning 1d8 Elder Elementals to do its bidding. The elementals either wash or destroy an offending spelljammer; only when the Great Dreamer or its entourage takes severe injury does a Dreamer order its elementals to kill an opponent.
Swallow Whole (Ex): An Great Dreamer can swallow a Huge or smaller opponent or object by making a successful grapple check. The swallowed creature is rushed to the Great Dreamer's stomach where it 10 hit points of acid damage per round. A swallowed creature can attempt to cut its way out by using claws or large sized or smaller weapon to deal 100 points of damage to the stomach (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out.
The Great Dreamer's stomach can hold four Huge, eight large, sixteen medium-sized, thirty-two Small, sixty-four Tiny, and numerous diminutive and fine opponents. Once the Great Dreamer's stomach is full the it cannot swallow any more opponents, but may still bite!
Telepathy (Su): Communication with the Great Dreamers is not difficult; their broad-band telepathy makes conversation easy within a range of 1,000 miles. Their "speech" can be circular, seemingly wandering from topic to topic in a stream of consciousness, but they invariably return to the subject at hand.
Waterspout (Su): If necessary, the Great Dreamer uses its magical ability to project a giant waterspout from its water envelope. This waterspout is 20 feet in diameter has a range of 2 miles and ships and those directly in the path of the waterspout take 20d10 hit points of damage.
In The Spheres
These beings remain in the flow, traveling from sphere to sphere, attending to cetacean affairs on many worlds. Every 1000 years, the leviathans of each world receive an audience with the Great Dreamers to report on the events of the previous millennium. They remain for a year before returning to their homeworlds.
Great Dreamer, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at:
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Great Dreamer, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Great Dreamer ©2002,
Mark Doolan
Image by
Ron Pollard
Original Source: Monstrous Compendium #7
Notes on this Conversion: The first thing that one will notice is that I did away with the old SR rating and used only Flight in it place be it in a planet's atmosphere or in space. The old SR would place it at 27,000 feet over a minutes time, I broke this down to 6 second intervals and then halved it to represent its movement. For attacks I toned them down by 1/10th when concerning attacks that have ranges listed in miles. The great dreamers are very powerful beings and it is not likely that any group of characters should succeed in slaying such a magnificent beast.