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Dreamer CR 8

XP 4,800
N Large aberration
Init +1; Senses darkvision 60 ft.; Perception +16


EAC 19; KAC 20
Fort +7; Ref +7; Will +13
Defensive Abilities amorphous, lulling thoughts


Speed fly 30 ft. (Ex, average)
Melee tentacle +15 (1d12+12 A & B plus synesthesia)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 8th)

1/dayslow (DC 20), synaptic pulse (DC 20)
3/dayaugury, daze monster (DC 19), mind thrust (2nd level, DC 19)
At willdetect thoughts (DC 18), mind-link


Str +4; Dex +1; Con +0; Int –2; Wis +6; Cha +2
Skills Acrobatics +16, Mysticism +21
Languages Brethedan; telepathy 100 ft.
Other Abilities atavistic fury


Atavistic Fury (Ex)

When a Dreamer is reduced to fewer than half its total Hit Points, it angrily awakens from its normal somnambulant state with a roar of psychic fury, at which point each non-Dreamer creature within 30 feet must succeed at a DC 18 Will save or become shaken for 2d4 rounds. This is a mind-affecting effect.

While it remains in its atavistic fury, the Dreamer gains a +2 bonus to melee attack and damage rolls and saving throws, and the save DC for its synesthesia ability increases by 2. While in this state of atavistic fury, a Dreamer cannot use its spell-like abilities. This state lasts for 1 minute, after which the Dreamer is fatigued for 1 hour.

Lulling Thoughts (Su)

A Dreamer’s mind echoes with songs drawn from a planet’s fundamental vibrations, causing any creature that attempts to read its thoughts or use a mind-control or telepathic effect against it to become fascinated for 1d4+1 rounds (Will DC 18 negates). This is a mind-affecting effect.

Synesthesia (Su)

When a Dreamer hits with its tentacle attack, it exposes its target to a focused blast of sensory overstimulation. The target can attempt a DC 18 Will save to negate the effect; if successful, it is off-target for 1 round. On a failed save, the target’s overloaded senses interfere with one another, such that sound is perceived as a swath of color, smells register as various sounds, and so on. The affected creature’s speeds are halved, and it takes a –4 penalty to AC, attack rolls, Reflex saves, and skill checks. These effects last for 1d4 rounds, and further applications of this ability increase the duration. This is a mind-affecting effect.


Environment any sky
Organization solitary, pair, or flotilla (3–5)

Dreamers pay little heed to their surroundings and other creatures. Even Dreamers within a single flotilla seem to ignore one another, though their flights weave complex but seemingly instinctive patterns.

Those creatures that come as supplicants gain no special treatment; the fact that some such petitioners eventually manifest psychic abilities may simply be a result of exposure to the same phenomenon that converted the Dreamers into what they now are.

Nonetheless, this occasional happening has earned the Dreamers a reputation among some as the bestowers of psychic sensitivity, and increasing numbers of pilgrims have visited in recent years to search for these peaceful, floating sages.

A Dreamer’s defenses are almost entirely autonomic, but when seriously injured, a Dreamer erupts into a furious rage with a debilitating psychic blast. Shortly after such an outburst, however, the Dreamer slips back into its dreamlike trance as if nothing out of the ordinary had happened. Even so, the creatures’ barathu protectors are likely to arrest anyone they find harassing a Dreamer and sentence them to a prison moon. Barathus are eminently protective over the Dreamers, as their existence is both an artifact of both their home world and their culture.

Section 15: Copyright Notice

Starfinder Alien Archive 2 © 2018, Paizo Inc.; Authors: Alexander Augunas, Kate Baker, John Compton, Adam Daigle, Brian Duckwitz, Eleanor Ferron, Amanda Hamon Kunz, James Jacobs, Mikko Kallio, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Mark Moreland, Matt Morris, Adrian Ng, Joe Pasini, Lacy Pellazar, David N. Ross, Stephen Rowe, Chris Sims, Owen K.C. Stephens, James L. Sutter, and Russ Taylor.