Quasimare
When a creature dreams and experiences a nightmare - especially a supernatural one, such as because of the presence of an Oni - the creature might behold a creature of utter terror. With the body of a horse and the torso of a humanoid, but with tentacle-like arms ending in ragged tips, the Quasimare also has an enormous armored snail shell on its back and its head is the skull of a bull ridden with slugs and worms.
At first, when a creature sees such a monstrosity, they might chalk it up to the typical randomness of nightmares. However, as they continue to dream night after night, the creature gradually gets closer… and closer. Eventually, the Quasimare might sting the dreamer with one of its tentacles. When this occurs, the dreamer becomes infected with a terrible psionic disease, and their dreams begin to manifest in reality.
This is how a Quasimare is born into the real world, although it continues to exist in a quasireal state between dream and waking for the extent of its life. Quasimares in the physical world can undoubtedly cause witnesses to have nightmares of their own, repeating the cycle.
Quasimare | |||||
|---|---|---|---|---|---|
| Monster Level: 12 | |||||
| Large. Eldritch Monstrosity (Occult, Psionic) | |||||
| STR | DEX | END | AWR | INT | CHA |
| 4 | -1 | 4 | 2 | 2 | 5 |
| Ref: 9 | Fort: 14 | Ant: 12 | Log: 12 | Will: 15 | |
| Armor Rating 17 | Resist Occult 2, Psionic 2, Divine 3, Arcane 5 | ||||
| Hit Points 80 | Vulnerable Primal 1 | ||||
| Speed 25 ft | Traits Ethereal, Mythic, Unerring Mind, Regen 1 | ||||
| Features | |||||
| Ritualist. Using CHA, the Quasimare can cast the following occult rituals innately each once per day.
Invoker. The Quasimare can cast the following psionic invocations innately each once per day. Innate Psion. The Quasimare can cast the following psionic spells innately.
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| Actions | |||||
The Quasimare can MOVE and take THREE of the following actions, or take the same action three times. | |||||
| Move. The Quasimare can move up to its speed.
Gore. Reach 5 ft Natural Weapon. +4 vs AR. Hit: 11 (2d6+4) sharp. On a crit, the Quasimare summons one Bendelex, which appears on the target creature. Tentacle. Reach 10 ft Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) blunt and the creature is Grappled. When the Quasimare attacks a Grappled creature with its Gore attack, it can roll 2d20 and use the higher. The Quasimare cannot Grapple more than two creatures in this way at a time. Lesser Psion. The Quasimare casts one of its at will spells. | |||||
OR the Quasimare can take ONE of the following actions... | |||||
| Move. The Quasimare can move up to its speed.
Gore. The Quasimare can make a Gore attack. Tentacle. The Quasimare can make a Tentacle attack. | |||||
...AND take ONE of the following actions. | |||||
| Psion. The Quasimare can cast one of its expendable spells.
Nightmare Burst (Recharge 4). 20 ft Radius, Natural Weapon. +5 vs WILL of each creature in the radius that the Quasimare did not summon. Hit: 10 (3d6) psychic and the creature is Dazed until the end of its next turn. Nightmares Incarnate (Recharge 6). Ranged 90 ft Natural Weapon. +5 vs LOG. Hit: The Quasimare summons one Beast or Swarm that is ML 3 or lower. The beast or swarm appears in an unoccupied space within 20 ft of the Quasimare and takes the form of something terrifying from the dreams of the target creature. The target creature is Phobic of the newly summoned creature. Terror Plane (1/Recoup). The Quasimare and each creature within 60 ft of it are teleported into a 130 ft diameter demiplane of the Quasimare’s construction. The demiplane reflects the terrain that was within 60 ft of the Quasimare when it used this ability, although it takes on a nightmarish quality: rocks might be more jagged, buildings warped, and the whole demiplane might have a thin layer of fog over the ground. While in the terror plane, the Quasimare does 3 (1d6) extra psychic damage with each of its attacks and automatically recharges its rechargeable abilities at the start of each of its turns. However, each time the Quasimare takes damage, it must roll 1d20+END against a DC equal to the damage it took. If it fails, then the demiplane dissolves, each creature reappears in their old spaces, and the Quasimare is stunned until the end of its next turn. The demiplane otherwise lasts for 10 minutes or until the Quasimare dissolves it for free. A creature in the demiplane may spend 2 AP to make a DC 15 CHA check, leaving the demiplane if they are successful. | |||||
| Reactions | |||||
| Decoy (1/Turn). The Quasimare can cast its Decoy spell. | |||||