Pathfinder Quori

Quori subtype


Quori are a race of outsiders, native to the plane of Dal Quor, also known as the Plane of Dreams. While they are usually evil outsiders, there is some evidence to support that not all of them are evil. Unless otherwise noted in a creature's entry, all quori possess the following traits.

  • Aligned Natural Weapons (Su): All quori natural attacks are considered evil-aligned and law-aligned for the purposes of overcoming damage reduction.
  • Energy Resistance (Ex): Quori have resistance to acid 10, cold 10 and electricity 10
  • Greater Teleport (Su): On the plane of Dal Quor, quori can use Greater Teleport at will, as the spell (caster level equal to HD, minimum of 13th), except that the quori can only transport itself and up to 50 pounds of material. This ability does not function on other planes, include the Material Plane.
  • Immunities (Ex): Quori are immune to fear, charm and sleep effects.
  • Power Resistance (Ex): Quori have power resistance equal to 11 + its Hit Dice. In games where the magic-psionics equivalency rule is used, this also covers spell resistance equal to 11 + its Hit Dice.
  • See in Darkness (Su): Quori can see perfectly in darkness of any kind, including supernatural darkness like from the Deeper Darkness spell.
  • Telepathy (Su): Quori can communicate telepathically with any other creature within 100 feet that has a language.

Most quori also have a number of supernatural abilities that function the same way. They are detailed here for a common reference.

Invade Dreams (Su): All quori have this ability, but it is only usable if the quori physically resides in Dal Quor. Once per day, as a standard action, the quori can target a single sentient creature on the Material Plane with either a Dream or Nightmare spell. In either case, the caster level for this is the quori's Hit Dice, to a minimum of 9. When using the Dream option, the quori can disguise himself as per the Alter Self spell, but only within the scope of the Dream effect. The DC of this ability is Charisma based.

Possession (Su): All quori have the possession ability in order to enter a willing host. Unlike a typical possession, the host must be willing, if not necessarily well informed, and must have a Charisma of 9 or higher. If the host's Charisma ever falls below 9, the quori invader is immediately vented into an adjacent square.

Quori, Tsoreva


quori_tsoreva.jpg
Tsoreva

CR 5
XP: 1,600
LE Medium Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)
Init: +7; Senses: See in Darkness; Perception +8

DEFENSE:
AC: 21, Touch 13, Flat-Footed 18 (+3 Dex, +5 armor, +3 natural)
HP: 38 (4d10+16)
Fort: +5; Ref: +7; Will: +7
DR: 5 / good
Immune: fear, charm, sleep; Resist: acid 10, cold 10, electricity 10; SR: 15

OFFENSE:
Speed: 40', climb 20'
Melee: mind blade +9 (1d8+5) plus Dissolving Weapon
Space: 5 ft.; Reach: 5 ft.
Psi-Like Abilities: (ML 4th, concentration +7)
3/day - Inertial Armor (+5 armor bonus)
1/day - Dissolving Weapon (+4d6 acid to one attack)

STATISTICS:
Str 16, Dex 16, Con 18, Int 15, Wis 17, Chr 17
Base Atk: +4; CMB: +7; CMD: 20
Feats: Improved Initiative, Weapon Focus (mindblade)
Skills: Autohypnosis +10, Bluff +10, Intimidate +10, Knowledge (psionics) +9, Knowledge (planes) +9, Perception +8, Sense Motive +10, Stealth +12, Spellcraft +9; Racial Modifiers: +4 Stealth
Languages: Common, Reidran, Quori, telepathy 100 ft.

SPECIAL ABILITIES:
Aligned Natural Weapons (Su): The natural attacks of a tsoreva are considered evil-aligned and law-aligned for the purposes of overcoming damage reduction.

Frightful Strike (Su): A creature struck by the tsoreva's mind blade must make a Will save, DC 15, or be shaken for 2d4 rounds. A creature that successfully makes his saving throw is immune to this effect from this particular tsoreva for 24 hours. The ability is Charisma-based.

Greater Teleport (Su): On the plane of Dal Quor, tsoreva can use Greater Teleport at will, as the spell (Caster Level 13th), except that the quori can only transport itself and up to 50 pounds of material. This ability does not function on other planes, including the Material Plane.

Invade Dreams (Su): If the tsoreva physically resides in Dal Quor, then once per day, as a standard action, it can target a single sentient creature on the Material Plane with either a Dream or Nightmare spell (DC 18). In either case, the caster level for this is 9th. When using the Dream option, the tsoreva can disguise himself as per the Alter Self spell, but only within the scope of the Dream effect. The DC of this ability is Charisma based.

Mind blade (Su): The Tsoreva can generate a mind blade and reshape it, as per the form mind blade and shape mind blade class features of the soul knife. Tsoreva will almost always generate two light weapons. The mind blade has a +1 enchantment bonus and counts as magic for the purposes of damage reduction. The tsoreva does not have any other abilities with the soulknife unless it takes levels in soulknife.

Possession (Su): All quori have the possession ability in order to enter a willing host. Unlike a typical possession, the host must be willing, if not necessarily well informed, and must have a Charisma of 9 or higher. If the host's Charisma ever falls below 9, the quori invader is immediately vented into an adjacent square.

ECOLOGY:
Environment: Dal Quor
Organization: Solitary, pair, team (3-5) or squad (6-8 plus 1 tsucora quori)
Treasure: Standard
Role: Combat
Source: MoE, pg.146

Tsorevas are the small ambush predators of the quori. Resembling tsucora in many ways, except that instead of pinchers, tsorevas have manifested mind blades. Unlike tsucora, tsorevas tend to stalk their prey in the physical world, striking from ceilings or ledges where their climb speed gives them an advantage. They always use their Inertial Armor psi-like ability before entering combat, and start with a single attack charged with Dissolving Weapon on their mind blade in order to swiftly break the largest threat. However, if combat does not go their way after a few rounds, or if they loose the element of suprise, they will retreat to strike again later.

Quori, Tsucora


quori_tsucora.jpg
Tsucora

CR 7
XP: 3,200
LE Medium Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)
Init: +2; Senses: see in darkness; Perception +17

DEFENSE:
AC: 18, Touch 12, Flat-Footed 16 (+2 Dex, +6 natural)
HP: 57 (6d10+24)
Fort: +9; Ref: +6; Will: +9
DR: 5 / good
Immune: fear, charm, sleep; Resist: acid 10, cold 10, electricity 10; SR: 17

OFFENSE:
Speed: 50'
Melee: 2 Pincers +9 (1d8+3), 4 claws +7 (1d3+1) and sting +7 vs melee touch (1d4+1 plus terrifying sting)
Space: 5 ft.; Reach: 5 ft.
Psi-Like Abilities: (ML 6th, concentration +9)
3/day - Body Equilibrium, Far Hand, Inertial Armor, Psionic Scent
1/day - Body Adjustment, Empathic Connection (DC 14), Id Insinulation (DC 15), Mindlink, Recall Agony (DC 15)

STATISTICS:
Str 17, Dex 15, Con 18, Int 17, Wis 18, Chr 17
Base Atk: +6; CMB: +9; CMD: 21
Feats: Ability Focus (terrifying sting), Lightning Reflexes, Multiattack
Skills: Bluff +12, Diplomacy +12, Intimidate +12, Knowledge (planes) +12, Knowledge (psionics) +12, Perception +17, Sense Motive +13, Spellcraft +12, Stealth +11; Racial Modifiers: +4 Perception
Languages: Common, Reidran, Quori, telepathy 100 ft.

SPECIAL ABILITIES:
Aligned Natural Weapons (Su): The natural attacks of a tsucora are considered evil-aligned and law-aligned for the purposes of overcoming damage reduction.

Greater Teleport (Su): On the plane of Dal Quor, tsucora can use Greater Teleport at will, as the spell (Caster Level 13th), except that the quori can only transport itself and up to 50 pounds of material. This ability does not function on other planes, including the Material Plane.

Invade Dreams (Su): If the tsucora physically resides in Dal Quor, then once per day, as a standard action, it can target a single sentient creature on the Material Plane with either a Dream or Nightmare spell (DC 18). In either case, the caster level for this is 9th. When using the Dream option, the tsucora can disguise himself as per the Alter Self spell, but only within the scope of the Dream effect. The DC of this ability is Charisma based.

Possession (Su): All quori have the possession ability in order to enter a willing host. Unlike a typical possession, the host must be willing, if not necessarily well informed, and must have a Charisma of 9 or higher. If the host's Charisma ever falls below 9, the quori invader is immediately vented into an adjacent square.

Terrifying Sting (Su): The sting of a tsucora drives home the worst fears into the victim, as if he was affected by the Phantasmal Killer spell. On a successful melee touch attack, the victim must make a Will save, DC 18 to disbelieve the illusion. If this fails, then the victim must make a Fortitude save, same DC, or die of fright. If the Fortitude save is successful, the victim only takes 3d6 points of points of damage. If the tsucora manages to successfully kill a target with its sting, it heals back 3d6 points of damage. This ability is Charisma-based and includes the benefit from the Ability Focus (terrifying sting) feat.

ECOLOGY:
Environment: Dal Quor
Organization: Solitary, pair or team (3-5)
Treasure: Standard
Role: Skill
Source: ECB, pg. 296

Despite being the most numerous and physically weakest of the true quori, tsucora are also the most likely to be encountered. Sent to the Material Plane as scouts and infiltrators, tsucora have an affinity for finding out the secrets needed to break the resolve of even the most stalwart foe. Given enough time, they will worm their way into the minds of local leaders, clergy and other positions of power; all part of the slow, unyielding expanse of the Inspired's influence.
Should a tsucora ever have to get into direct confrontation outside of a mortal host, it is almost always because its identity has been discovered. Thus, it begins with retreating into the darkest area available, hoping to break line of sight and using Inertial Armor, providing it with +4 armor bonus to its AC. If this includes using the terrain the separate itself from its attackers, it will use Body Equilibrium to move over water or the surfaces too fragile to normally walk on. Once it has the opportunity to study its foes, using Psionic Scent to learn about the whole group. If possible, it will call for reinforcements, using Mindlink to contact whomever it was last controlling within the past hour. If help is not forthcoming, then it uses a combination of Far Hand to distract, Id Insinulation and Empathic Connection on the least willful opponents and its own stealth to separate a group. Only once a single target is far enough away that it could possible strike and safely full attack the following round does the tsucora come out to face the battle. After an initial strike with its pincers, it continues to full attack on one opponent using its claws and stinger to kill, while keeping its pincers ready for attacks of opportunity.
Tsucoras are cautious killers, however. If the opposition starts to surround it, it will retreat back into a place to hide. Recall Agony is only used on opponents that successfully maintain a distance, such as spellcasters, and then only when it is mostly likely to disrupt some important spellcasting. It only uses Body Adjustment when it is clear that death is imminent, at which point, it completely retreats from the fight.

Quori, Hashalaq


quori_hashalaq.jpg
Hashalaq

CR 9
XP: 6,400
LE Medium Outsider (evil, extraplanar, lawful, psionic, Quori)
Init: +3; Senses: See in darkness; Perception +19

DEFENSE:
AC: 18, Touch 14, Flat-Footed 14 (+3 Dex, +1 dodge, +4 natural)
HP: 126 (12d10+60)
Fort: +11; Ref: +9; Will: +12
DR: 5 / good
Immune: charm, fear, sleep; Resist: acid 10, cold 10, electricity 10; SR: 23

OFFENSE:
Speed: 40 ft., Fly 40 ft. (perfect)
Melee: Idyllic touch +15 (1d4+1 Wisdom damage plus Brain Lock)
Space: 5 ft.; Reach: 5 ft.
Psi-Like Abilities: (ML 12th, concentration +22)
Constant - Detect Hostile Intent, Empathy
At Will - Empathic Connection (DC 18, affects animal, fey, humanoid, magical beast or monstrous humanoid) Far Hand, Mindlink
3 / day - Body Adjustment (3d12), Ego Whip (DC 20, 2d4 Chr damage), Inertial Armor (+7 AC), Mind Probe (DC 21)
1 / day - Hostile Empathic Transfer (DC 21, up to 70 hit points), Mind Thrust (DC 21, 9d10)

STATISTICS:
Str 14, Dex 16, Con 17, Int 20, Wis 18, Chr 23
Base Atk: +12; CMB: +16; CMD: 29
Feats: Combat Expertise, Combat Manifestation, Dodge, Improved Feint, Lightning Reflexes, Skill Focus (Bluff)
Skills: Autohypnosis +13, Bluff +27, Diplomacy +21, Disguise +25, Fly +11, Intimidate +15, Knowledge (arcana) +20, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nobility) +11, Knowledge (psionics) +20, Knowledge (planes) +20, Perception +19, Sense Motive +19, Spellcraft +20
Languages: Celestial, Common, Draconic, Infernal, Quori, Riedran, telepathy 100 ft.

SPECIAL ABILITIES:
Aligned Natural Weapons (Su): The natural attacks of a hashalaq are considered evil-aligned and law-aligned for the purposes of overcoming damage reduction.

Empathic Feedback (Su): Anytime a hashalaq takes hit point damage caused by an opponent (as opposed to terrain or traps), the first 12 points of that damage is dealt back to the opponent. Likewise, anytime a hashalaq is targeted by a mind-affecting effect caused by an opponent (as opposed to magical traps), the opponent suffers the same effect. A successful Will save, DC 22, by the opponent negates this effect. The saving throw DC for this ability is Charisma based.

Familiar Face (Su): Any creature within 60 feet of the hashalaq must make a Will save, DC 20, or see the hashalaq as someone that they know and care strongly about. The exact identity is different for each person viewing the same hashalaq and any actions taken in a non-threatening manner, or in combat but in a manner consistent with the assumed identity, is justified in the mind of the observer to keep the hashalaq appearing as some beloved. This lasts for as long as the viewer is within 60 feet of the hashalaq. Someone that has successfully save against this effect is immune to the Familiar Face ability of that particular hashalaq for 24 hours. The saving throw DC for this ability is Charisma based.

Greater Teleport (Su): On the plane of Dal Quor, hashalaq can use Greater Teleport at will, as the spell (Caster Level 13th), except that the quori can only transport itself and up to 50 pounds of material. This ability does not function on other planes, including the Material Plane.

Idyllic Touch (Su): The hashalaq attacks by making a melee touch attack that does 1d4+1 points of Wisdom damage. In addition, the victim must make a Will save, DC 22, or be affected by Brain Lock for 1d4+1 rounds, as per the psionic power of the same name. If the hashalaq kills a victim through its idyllic touch, it heals 2d6 points of damage. The saving throw DC for this ability is Charisma based.

Improved Invade Dreams (Su): Those affected by the Nightmare version of the hashalq's Invade Dream ability that fail their saving throw also take 1d4+1 points of Wisdom damage.

Invade Dreams (Su): If the hashalaq physically resides in Dal Quor, then once per day, as a standard action, it can target a single sentient creature on the Material Plane with either a Dream or Nightmare spell (DC 21). In either case, the caster level for this is 9th. When using the Dream option, the hashalaq can disguise himself as per the Alter Self spell, but only within the scope of the Dream effect. The DC of this ability is Charisma based.

Malleable Form (Su): The hashalaq's natural form appears a medium humanoid inside of and composed of a hooded robed that seems hollow. However, the hashalaq can shift its form into any other medium sized humanoid as a free action, acting as Disguise Self, except that this is a polymorph effect and not an illusion. This provides the hashalaq with a +10 competence bonus to Disguise.

Possession (Su): All quori have the possession ability in order to enter a willing host. Unlike a typical possession, the host must be willing, if not necessarily well informed, and must have a Charisma of 9 or higher. If the host's Charisma ever falls below 9, the quori invader is immediately vented into an adjacent square.

ECOLOGY:
Environment: Dal Quor
Organization: Solitary, pair or team (3-12)
Treasure: Standard
Role: Skill
Source: SoS, pg. 154

Revered among the other quori as loremasters and scholars, the hashalaq are some of the most ancient of the quori. Tasked with the job of scouring the dreamscapes of Dal Quor in search of worthy targets for possession, as well as coordinating the combined effects of the Quori and the Inspired on Eberron, they are the necessary cogs in the wheel of the dream machine. They prefer deception to combat and will go to great lengths in order to make sure that if a confrontation is needed, that it is done from an overwhelming ambush.

Quori, Du'ulora


quori_duulora.png
Du'ulora

CR 11
XP: 12,800
LE Large Outsider (evil, extraplanar, lawful, psionic, Quori)
Init: +#; Senses: All-around vision, see in darkness, scent; Perception +21
Aura: Fury Aura (30 ft, Will DC 21)

DEFENSE:
AC: 19, Touch 10, Flat-Footed 18 (-1 size, +1 Dex, +8 natural)
HP: 147 (14d10+70); regeneration / fast healing
Fort: +14; Ref: +8; Will: +13
DR: 10 / good
Immune: charm, fear, fire, sleep; Resist: acid 10, cold 10, electricity 10; SR: 25

OFFENSE:
Speed: Fly 70 ft. (perfect)
Melee: 3 slams +20 (1d8+7 plus 1d6 fire and grab)
Space: 10 ft.; Reach: 10 ft.
Special Attacks: Constrict (1d6+7 plus 1d6 fire and Burning Rage)

Psi-Like Abilities: (ML 14th, concentration +23)
At Will - Far Hand, Mindlink, Unearthly Terror (DC 18, shaken)
3 / day - Id Insinuation (DC 20, 4 targets), Inertial Armor (+8 AC), Pierce the Veils, Trace Psychoport
1 / day - Body Adjustment (4d12), Recall Agony (DC 21, 10d6)

STATISTICS:
Str 24, Dex 13, Con 20, Int 16, Wis 18, Chr 19
Base Atk: +14; CMB: +22, +2 vs grapple; CMD: 33, +2 vs. grapple
Feats: Combat Manifestation, Greater Power Penetration, Improved Grapple, Improved Initiative, Improved Natural Attack (slam), Lightning Reflexes, Power Penetration
Skills: Autohypnosis +14, Bluff +14, Diplomacy +14, Fly +7, Intimidate +21, Knowledge (psioncis) +20, Knowledge (planes) +20, Perception +21, Sense Motive +14, Spellcraft +20, Stealth +13
Languages: Common, Infernal, Quori, Riedran, telepathy 100 ft.

SPECIAL ABILITIES:
Aligned Natural Weapons (Su): The natural attacks of a du'ulora are considered evil-aligned and law-aligned for the purposes of overcoming damage reduction.

Burning Rage (Su): Each round that a du'ulora constricts a creature, they must make a Will save, DC 21, or take an additional 3d6 of damage as a telepathic attack. If the du'ulora manages to successful kill the target, it heals 3d6 points of damage. This is considered a mind-affecting effect.

Fury Aura (Su): Any creature, other than an outsider of the quori subtype, that begins its turn within 30 feet of a du'ulora must make a Will save, DC 21, or go into a frenzy for 2d6 rounds. Treat this as Id Insuation, except that the only result rolled is "attack nearest creature". A creature that manages make a saving throw against this effect is immune to the fury aura of that specific du'ulora for 24 hours. This is considered a mind-affecting effect.

Greater Teleport (Su): On the plane of Dal Quor, du'ulora can use Greater Teleport at will, as the spell (Caster Level 13th), except that the quori can only transport itself and up to 50 pounds of material. This ability does not function on other planes, including the Material Plane.

Improved Invade Dreams (Su): The du'ulora inflicts double damage with the effects of the Nightmare version of the quori invade dreams ability.

Invade Dreams (Su): If the du'ulora physically resides in Dal Quor, then once per day, as a standard action, it can target a single sentient creature on the Material Plane with either a Dream or Nightmare spell (DC 19). In either case, the caster level for this is 9th. When using the Dream option, the du'ulora can disguise himself as per the Alter Self spell, but only within the scope of the Dream effect. The DC of this ability is Charisma based.

Possession (Su): All quori have the possession ability in order to enter a willing host. Unlike a typical possession, the host must be willing, if not necessarily well informed, and must have a Charisma of 9 or higher. If the host's Charisma ever falls below 9, the quori invader is immediately vented into an adjacent square.

ECOLOGY:
Environment: Dal Quor
Organization: Solitary or Squad (1 du'ulora and 2-4 Quori, Tsoreva)
Treasure: Standard
Role: Combat
Source: SoS, pg. 153

Known as the spirits of rage, or dream furies, du'ulora are quori specifically trained in calling on the more violent, aggressive parts of a mortal soul. Known to wade into the middle of combat and causing mass chaos, the du'ulora, more than any other quori, were responsible for breaking the front lines of any organized enemy that opposed the quori. They are quite intelligent and gifted tacticians, but often prefer to disrupt the tactics of others than come up with their own cunning schemes.

Quori, Dream Master


quori_dream_master.jpg
Dream Master

CR 11
XP: 12,800
LE Large Outsider (Evil, Extraplanar, Lawful, Psionic, Quori)
Init: +4; Senses: See in Darkness; Perception +19

DEFENSE:
AC: 27, Touch 13, Flat-Footed 24 (-1 size, +4 Dex, +6 armor, +8 natural)
HP: 120 (12d10+60)
Fort: +8; Ref: +12; Will: +12
DR: 5 / good
Immune: fear, charm, sleep; Resist: acid 10, cold 10, electricity 10; SR: 23

OFFENSE:
Speed: 30 ft, fly 40 ft. (perfect)
Melee: 4 pincers +15 (2d6+4) plus Daze
Space: 10 ft.; Reach: 10 ft.
Psi-Like Abilities: (ML 12th, concentration +16, expend psionic focus to add +2 DC)
At Will - Induce Awe (DC 16), Detect Hostile Intent, Mind Thrust (DC 15), Mindlink
3/day - Inertial Armor (+6 armor bonus), Mind Probe (DC 19)
1/day - Astral Contract (level 6 construct), Hostile Empathic Transfer (DC 17), Inflict Pain (DC 16), Mindwipe (DC 18), Schism

STATISTICS:
Str 18, Dex 18, Con 18, Int 22, Wis 19, Chr 19
Base Atk: +12; CMB: +16; CMD: 30
Feats: Advanced Constructs, Greater Psionic Endowment, Power Penetration, Psionic Body, Psionic Meditation, Psionic Endowment
Skills: Autohypnosis +19, Bluff +19, Diplomacy +19, Disguise +19, Intimidate +19, Fly +25, Knowledge (psionics) +21, Knowledge (planes) +21, Perception +19, Sense Motive +19, Stealth +18, Spellcraft +21
Languages: Common, Quori, Reidran, telepathy 100 ft.

SPECIAL ABILITIES:
Aligned Natural Weapons (Su): The natural attacks of a dream master are considered evil-aligned and law-aligned for the purposes of overcoming damage reduction.

Daze (Ex): A creature struck by one of the dream master's pincers makes a Will save, DC 20, or is dazed for 1 round. This ability is Charisma based.

Greater Teleport (Su): On the plane of Dal Quor, dream masters can use Greater Teleport at will, as the spell (Caster Level 13th), except that the quori can only transport itself and up to 50 pounds of material. This ability does not function on other planes, including the Material Plane.

Invade Dreams (Su): If the dream master physically resides in Dal Quor, then once per day, as a standard action, it can target a single sentient creature on the Material Plane with either a Dream or Nightmare spell (DC 19). In either case, the caster level for this is 9th. When using the Dream option, the dream master can disguise himself as per the Alter Self spell, but only within the scope of the Dream effect. The DC of this ability is Charisma based.

Possession (Su): All quori have the possession ability in order to enter a willing host. Unlike a typical possession, the host must be willing, if not necessarily well informed, and must have a Charisma of 9 or higher. If the host's Charisma ever falls below 9, the quori invader is immediately vented into an adjacent square.

ECOLOGY:
Environment: Dal Quor
Organization: Solitary or entourage (1 plus 2-5 tsucora quori)
Treasure: Double (no coins)
Role: Spell
Source: MoE, pg. 148

Dream masters are lieutenants in the forces of Dal Quor; responsible for coordinating dozens of tsoreva and tsucora quori in their respective missions. To that end, it often spends countless hours searching the dreams of mortals that might prove useful in some way. An expert in manipulation and deception, a dream master is fully confident in its ability to locate and seduce a helpless dreamer into accepting possession. While it usually hands these hosts off to other quori, a dream master must sometimes come to the Material Plane itself to oversee something. When that occurs, it is a terror to fight.
First and foremost, a dream master will try to maintain its disguise as much as possible, often sending its astral construct to deal with meddlers, while maintaining its alibi. As it always has Detect Hostile Intent active, catching it surprised is rare. It will buy time, luring the would-be ambushers, so it can manifest Inertial Armor and Schism. Once combat has started in earnest, it make use of Mind Thrust, Inflict Pain and Mindwipe, while allowing its Astral Construct to do the physical exchange. If, somehow, the dream master is caught outside of its host, it appears as a 12 foot tall, four-armed crab with a long snake-like tail and no legs, eyes or face.

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