From: Maelstroms Embrace

Lore: Within the mysterious depths of The Maelstrom’s Embrace, the Dreamweavers emerge as enigmatic and ethereal beings, born from the chaos master’s tumultuous dreams. These humanoid creatures embody the essence of unrestrained imagination and possess an innate connection to the realm of illusions and dreams. With lithe and acrobatic forms, they move with an unparalleled grace, their movements flowing like poetry in motion.

Legend tells of a time when the chaos master’s dreams began to take on a life of their own, manifesting as the Dreamweavers. As fragments of the chaos master’s subconscious, they exist in a state of perpetual flux, shifting between the realm of dreams and the physical world. They embody the boundless creativity and unpredictability of the chaos master’s mind, their abilities to manipulate reality and conjure hallucinatory illusions reflecting the chaotic nature of their origin.

Use: Dreamweavers serve as both guardians and agents of chaos within The Maelstrom’s Embrace. Their purpose is to disorient and confuse adventurers who dare to intrude upon the chaotic domain. Through their mastery of illusion and manipulation of reality, they test not only the physical dexterity but also the mental resilience of those who face them. Engaging Dreamweavers requires a delicate balance of physical prowess and psychological fortitude.

Attributes:

  • Level: 1

Stats:

  • Health: 15
  • Strength: 8
  • Dexterity: 14
  • Intelligence: 12
  • Wisdom: 10

Skills:

  • Illusory Assault: Dreamweavers have the ability to conjure vivid and disorienting illusions, blurring the line between reality and fantasy. These illusions can manifest as phantom adversaries, distorted environments, or misleading sensory stimuli, making it challenging for adventurers to distinguish truth from fiction.
  • Acrobatic Grace: Dreamweavers possess extraordinary agility and grace, allowing them to navigate the environment with unparalleled fluidity. Their acrobatic movements make it difficult for opponents to land successful physical attacks.
  • Reality Manipulation: Dreamweavers can manipulate reality to a limited extent, warping the environment or altering the perception of space and time. This ability further adds to the confusion and disorientation they inflict upon adventurers.

Preparation — Preparing to face Dreamweavers requires both physical and mental readiness. Adventurers should consider the following strategies:

  • Mental Resilience: Mental fortitude is crucial when facing Dreamweavers. Adventurers must prepare themselves to confront illusory challenges and remain focused amid the chaos. Spells or abilities that grant resistance to illusions or enhance mental clarity can be beneficial.
  • Heightened Perception: Developing sharp senses and honing perception skills can help adventurers discern the illusions created by Dreamweavers from reality. Keen observation and attention to detail are key in unraveling the true nature of their environment.
  • Agile Combat Techniques: Due to their acrobatic grace, Dreamweavers are challenging to hit with conventional physical attacks. Utilizing agile combat techniques, such as quick strikes, evasive maneuvers, or ranged attacks, can increase the likelihood of success.

Cost: The cost of facing Dreamweavers lies in the challenges they present and the risks involved. Engaging them requires careful planning, mental preparedness, and adaptability to overcome their illusions and acrobatic movements. The potential rewards may include experience points, knowledge of the chaos master’s dreams, or unique items related to illusions and reality manipulation.

Process: When adventurers enter The Maelstrom’s Embrace, the chaos master’s dreams come alive, materializing as Dreamweavers. These enigmatic creatures emerge from the chaos, seamlessly blending into their surroundings with their acrobatic grace. The encounter with Dreamweavers begins as adventurers navigate the twisting chambers of the dungeon, often punctuated by sudden shifts in perception and disorienting illusions conjured by the Dreamweavers.

Tags: Illusory Beings, Acrobatic, Reality Manipulation, Deception, Confusion, Psychological Challenges

Facing the Dreamweavers within The Maelstrom’s Embrace demands a combination of physical agility, mental resilience, and perceptiveness. Adventurers must remain vigilant, distinguishing between reality and illusion while countering the Dreamweavers’ evasive maneuvers and their ability to manipulate the fabric of reality itself.

Location and Environment:

  • The encounter with Dreamweavers takes place within the ethereal and ever-shifting chambers of The Maelstrom’s Embrace. The environment reflects the chaos master’s dreams, with surreal landscapes, floating platforms, and a constant interplay of light and shadow. The air is thick with an otherworldly mist, adding to the disorienting atmosphere of the encounter.
  • The battleground itself may change unpredictably, as the Dreamweavers manipulate reality and conjure illusions. Walls may shift, pathways may vanish or appear, and the perception of space and time becomes distorted. Adventurers must navigate this shifting environment, adapting to the dynamic challenges presented by the Dreamweavers.

Fighting the Dreamweavers — Engaging the Dreamweavers requires a combination of physical prowess, mental resilience, and heightened perception. To effectively confront these enigmatic beings, adventurers can employ the following strategies:

  • Illusion Disruption: Dreamweavers thrive on illusions, using them to confuse and disorient their opponents. Disrupting these illusions through dispelling magic, counterspells, or targeted attacks can help adventurers regain a clearer understanding of their surroundings.
  • Mental Fortitude: The Dreamweavers’ illusions test the mental resilience of adventurers. Cultivating mental fortitude through spells, enchantments, or training in mental disciplines allows adventurers to maintain focus, distinguishing reality from illusion and resisting the disorienting effects.
  • Heightened Perception: Developing keen observation skills and a heightened sense of perception is crucial when facing the Dreamweavers. Adventurers should carefully scrutinize their surroundings, looking for inconsistencies or subtle cues that reveal the true nature of the illusions and the presence of the Dreamweavers.

End Results and Usage — The conclusion of the battle against the Dreamweavers within The Maelstrom’s Embrace can yield various outcomes, each with its own potential uses:

  • Experience and Growth: Overcoming the challenges posed by the Dreamweavers grants adventurers experience points, contributing to their progression and growth. This allows them to unlock new abilities, skills, or advance to higher levels.
  • Insights into the Chaos Master’s Dreams: Successfully navigating the illusions and deciphering the Dreamweavers’ enigmatic nature may provide glimpses into the chaotic dreams of the chaos master. These insights can deepen understanding, offer clues to future quests, or provide valuable knowledge about the workings of chaos.
  • Illusory Artifacts: The defeat of Dreamweavers can yield illusory artifacts imbued with residual chaotic energy. These artifacts may possess unique properties, such as creating illusions, enhancing perception, or providing protection against illusion-based attacks.
  • Recognition and Reputation: Conquering the Dreamweavers within The Maelstrom’s Embrace serves as a testament to adventurers’ skill and adaptability. Their triumph can earn them recognition among their peers, enhancing their reputation as formidable and resourceful individuals within the world of Saṃsāra.

The end results obtained from the battle with Dreamweavers can be used to enhance adventurers’ capabilities, uncover deeper insights, acquire illusory artifacts, or bolster their reputation within the adventuring community. They serve as steppingstones for further challenges within The Maelstrom’s Embrace or as valuable resources in future quests or endeavors.

Furthermore, the knowledge and experiences gained from facing the Dreamweavers may contribute to unraveling the secrets of the chaos master and the nature of chaos itself. This understanding can shape future strategies, aid in overcoming subsequent encounters within the dungeon, or guide adventurers on quests of greater significance within the realm of Saṃsāra.

Sensory Perceptions of Dreamweavers

  • Sight:
    • Perception: Dreamweavers are visually stunning and otherworldly, their forms constantly shifting and glowing with an ethereal light.
    • Description: They appear as lithe, humanoid figures with graceful, acrobatic movements. Their bodies emit a soft, luminous glow that changes color, blending seamlessly with their surreal surroundings. They move fluidly, almost as if they are dancing through the air, their forms occasionally becoming transparent or distorting as if viewed through a dreamlike lens.
    • Positives: Their appearance provides clear visual indicators of their presence and movements, making them easy to spot in the misty environment.
    • Negatives: The shifting, glowing forms can be disorienting and distracting, making it difficult to focus on other important details.
  • Sound:
    • Perception: The Dreamweavers produce a range of haunting and mesmerizing sounds.
    • Description: Their movements are accompanied by soft, melodic chimes and whispers, creating an eerie, enchanting ambiance. Occasionally, there are sudden, dissonant notes that punctuate their illusions, adding to the disorientation. The background hum of the shifting environment and the faint echoes of distant voices further enhance the surreal atmosphere.
    • Positives: The distinctive sounds can help identify their presence and movements, even when not in direct view.
    • Negatives: The constant, mesmerizing sounds can be distracting and may mask other important auditory cues, making it harder to detect additional threats.
  • Smell:
    • Perception: The air around the Dreamweavers carries a subtle, otherworldly fragrance.
    • Description: The scent is a mix of floral and metallic notes, reminiscent of a dreamlike garden mingled with the sharp tang of ozone. It is both pleasant and unnerving, adding to the surreal experience of encountering these creatures.
    • Positives: The unique scent can serve as an early warning of their presence.
    • Negatives: The unfamiliar and slightly disconcerting smell can cause discomfort and distraction.
  • Taste:
    • Perception: While taste is not directly engaged, the Dreamweavers’ presence can affect this sense indirectly.
    • Description: The air may carry a faint, metallic taste, akin to the aftermath of a lightning storm. It is subtle but noticeable, adding to the sensory overload.
    • Positives: The unusual taste can provide additional sensory information about their proximity.
    • Negatives: The strange taste can cause discomfort and distraction.
  • Touch:
    • Perception: Physical contact with the Dreamweavers reveals their ethereal and intangible nature.
    • Description: Their bodies feel cool and insubstantial, like touching a dense fog or a beam of light. Direct contact can cause sensations of tingling, numbness, or even a brief disorientation as if part of their dreamlike essence is transferred to the toucher.
    • Positives: The tactile sensations can provide information about their incorporeal nature and potential vulnerabilities.
    • Negatives: Direct contact is disorienting and can cause temporary confusion or loss of coordination.
  • Extra-Sensory Perceptions:
    • Magical Aura:
      • Perception: Those attuned to magic can sense a powerful and chaotic aura emanating from the Dreamweavers.
      • Description: The aura is a swirling vortex of magical energy, constantly shifting and fluctuating. It feels both alluring and dangerous, reflecting their origin from the chaos master’s dreams.
      • Positives: The magical aura provides insight into their abilities and the extent of their illusionary powers.
      • Negatives: The overwhelming energy can interfere with spellcasting or other magical abilities, causing unpredictability.
    • Intuitive Awareness:
      • Perception: A sense of the Dreamweavers’ enigmatic and fluid nature can be felt intuitively.
      • Description: This awareness manifests as a feeling of being watched or followed, even when no physical presence is visible. It evokes a mixture of curiosity and caution, as if the boundaries between reality and dreams are blurred.
      • Positives: Understanding their elusive nature can inform strategic planning and approach.
      • Negatives: The sense of constant surveillance and disorientation can be mentally exhausting and may cause hesitation or fear.
    • Empathic Connection:
      • Perception: Some may sense the underlying emotions and intentions of the Dreamweavers.
      • Description: Echoes of the chaos master’s subconscious dreams and desires can be felt, creating an empathic link that conveys their purpose and motivations. This connection is fleeting and often confusing, reflecting the chaotic mind from which they originated.
      • Positives: This connection can provide deeper understanding and potential clues about their behavior and tactics.
      • Negatives: The empathic link can be emotionally overwhelming and may cause distraction or reluctance to engage the Dreamweavers.

Encountering Dreamweavers engages all the senses and extra-sensory perceptions, providing a comprehensive and often overwhelming experience. The sensory details offer crucial information while simultaneously testing the resolve and focus of those who face them.

Legend of the Dreamweavers

In the ancient days, when the world was young and the stars still sang, there was a mighty chaos master who dwelled within the Maelstrom’s Embrace. This chaos master, in the depths of his slumber, dreamed dreams so vivid and powerful that they took on lives of their own. Thus were born the Dreamweavers, ethereal beings of grace and mystery.

These beings, born from the chaos master’s subconscious, moved like poetry through the air. They danced with an elegance unmatched, their forms ever-shifting between the realms of dreams and reality. It is said that they embodied the boundless imagination and the wild, unrestrained thoughts of the chaos master’s mind.

The Dreamweavers, guardians and harbingers of chaos, served to disorient and confuse those who dared to enter the Maelstrom’s Embrace. Their illusions were so vivid that one could not tell where reality ended and dreams began. Walls shifted, pathways vanished, and time itself seemed to bend at their will.

One tale speaks of a brave hero who ventured into the Maelstrom’s Embrace. The hero, seeking to understand the chaos master’s dreams, encountered the Dreamweavers. The hero’s mind was tested by illusions of phantom adversaries and distorted environments. Yet, with great mental fortitude and sharp perception, the hero discerned truth from illusion. The hero’s agile combat techniques, swift strikes, and keen observation allowed for navigation through the ever-changing labyrinth.

The Dreamweavers, though formidable, were eventually overcome. The hero’s resilience and clarity pierced through the illusions, revealing the true path within the chaos. The hero emerged victorious, gaining insights into the nature of the chaos master’s dreams and the Dreamweavers themselves.

Moral of the story: In the face of chaos and illusion, it is mental resilience, clarity of perception, and the ability to adapt that lead to triumph.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Dreamweaver

  • Characteristics:
    • STR: 20
    • CON: 30
    • SIZ: 40
    • DEX: 70
    • INT: 60
    • POW: 80
  • Hit Points: 7
  • Move: 10
  • Damage Bonus: None
  • Attacks:
    • Illusory Assault: 60%, damage special (causes confusion and disorientation)
    • Acrobatic Grace: 50%, damage 1D4
  • Armor: None
  • Sanity Loss: 0/1D6
  • Special Abilities:
    • Illusory Assault: Dreamweavers can create vivid illusions that cause confusion and disorientation. Targets must make an INT roll or be affected as though they are under the effects of a confusion spell.
    • Acrobatic Grace: Dreamweavers’ fluid and graceful movements make them difficult to hit. Attacks against them are made with a penalty die.
    • Reality Manipulation: Dreamweavers can manipulate reality to a limited extent, altering the perception of space and time. This ability can cause minor environmental changes, like shifting walls or vanishing pathways, which require a POW roll to disbelieve.

Blades in the Dark

Dreamweaver

  • Tier: II
  • Quality: 3
  • Scale: 0
  • Edges:
    • Illusory Assault: Creates vivid and disorienting illusions, causing opponents to suffer -1D to their actions while affected.
    • Acrobatic Grace: Dreamweavers move with unparalleled agility, making it difficult for opponents to land successful hits. They gain +1D when attempting to dodge or evade attacks.
  • Harm:
    • Illusory Assault: 2-harm (plus confusion and disorientation)
    • Acrobatic Strike: 1-harm
  • Armor: None
  • Special Abilities:
    • Reality Manipulation: Can alter the perception of space and time, causing minor environmental changes that impose additional complications on opponents’ actions (e.g., risky or desperate positions).
    • Mental Resilience: Dreamweavers are highly resistant to mental and magical attacks, gaining +1D to resist such effects.
  • Stress: 4
  • Resistance: 3

Dungeons & Dragons (5th Edition)

Dreamweaver

  • Medium fey, chaotic neutral
  • Armor Class: 15 (Dexterity)
  • Hit Points: 26 (4d8 + 8)
  • Speed: 40 ft.
  • STR: 8 (-1)
  • DEX: 18 (+4)
  • CON: 14 (+2)
  • INT: 12 (+1)
  • WIS: 14 (+2)
  • CHA: 16 (+3)
  • Skills: Acrobatics +8, Perception +6, Deception +7
  • Damage Resistances: Psychic, non-magical physical attacks
  • Senses: Darkvision 60 ft., passive Perception 16
  • Languages: Common, Elvish, telepathy 60 ft.
  • Challenge: 3 (700 XP)
  • Actions:
    • Multiattack: The Dreamweaver makes two attacks: one with its Illusory Assault and one with its Acrobatic Strike.
    • Illusory Assault: Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be confused for 1 minute.
    • Acrobatic Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage.
  • Reactions:
    • Graceful Evasion: When a creature the Dreamweaver can see attacks it with an attack roll, the Dreamweaver can use its reaction to impose disadvantage on the attack roll.
  • Special Abilities:
    • Reality Manipulation: As a bonus action, the Dreamweaver can create minor environmental changes within a 30-foot radius, such as shifting walls or vanishing pathways. Creatures within this area must succeed on a DC 14 Intelligence saving throw or be disoriented (disadvantage on ability checks and saving throws) until the end of their next turn.
    • Mental Resilience: The Dreamweaver has advantage on saving throws against spells and other magical effects.

Knave

Dreamweaver

  • HD: 3
  • Armor: 15 (Dexterity)
  • Move: 12
  • Attributes:
    • STR: -1
    • DEX: +2
    • CON: +1
    • INT: +1
    • WIS: +0
    • CHA: +2
  • HP: 12
  • Attacks:
    • Illusory Assault: +5 to hit, 1d6+2 psychic damage plus confusion (target must make a WIS save or be confused for 1d4 rounds)
    • Acrobatic Strike: +5 to hit, 1d8+2 damage
  • Special Abilities:
    • Reality Manipulation: As an action, the Dreamweaver can alter the environment within a 30-foot radius. Creatures must make an INT save or be disoriented (disadvantage on all actions) for 1d4 rounds.
    • Graceful Evasion: The Dreamweaver has advantage on saving throws against attacks while moving or dodging.
    • Mental Resilience: The Dreamweaver has advantage on saving throws against illusions and mind-altering effects.
  • Positives:
    • Highly agile and difficult to hit due to their high Dexterity and evasion abilities.
    • Powerful illusionary abilities that can confuse and disorient enemies.
  • Negatives:
    • Relatively low health and physical strength make them vulnerable to direct attacks.
    • Susceptible to area-of-effect abilities and spells that bypass illusions.

Fate Core

Dreamweaver

  • Aspects:
    • High Concept: Ethereal Manipulator of Dreams
    • Trouble: Bound by Chaos
    • Aspect: Graceful and Agile
    • Aspect: Master of Illusions
  • Skills:
    • Great (+4): Deceive
    • Good (+3): Athletics, Notice
    • Fair (+2): Stealth, Will
    • Average (+1): Fight, Lore
  • Stunts:
    • Illusory Assault: Once per scene, the Dreamweaver can create vivid and disorienting illusions. Opponents must overcome a Deceive roll to resist the illusion’s effects.
    • Graceful Evasion: +2 to Athletics when defending against physical attacks.
    • Reality Manipulation: Once per scene, the Dreamweaver can alter the environment, creating temporary changes that impose a situational aspect on the scene.
  • Stress:
    • Physical Stress: [ ] [ ]
    • Mental Stress: [ ] [ ] [ ]
  • Consequences:
    • Mild (2):
    • Moderate (4):
    • Severe (6):

Numenera & Cypher System

Dreamweaver

  • Level: 3
  • Health: 12
  • Damage: 4 (Illusory Assault), 3 (Acrobatic Strike)
  • Armor: 1
  • Motive: To protect the chaos master’s domain
  • Combat:
    • Illusory Assault: Inflicts 4 points of Intellect damage, causing confusion and disorientation (target must make an Intellect defense roll).
    • Acrobatic Strike: Inflicts 3 points of damage, using its agility to evade counterattacks.
  • Special Abilities:
    • Reality Manipulation: Can create minor environmental changes within an immediate radius. This ability causes a difficulty 4 Intellect task to resist disorientation.
    • Graceful Evasion: The Dreamweaver has an asset on Speed defense rolls.
    • Mental Resilience: The Dreamweaver has an asset on defense rolls against mental and illusionary attacks.

Pathfinder (2nd Edition)

Dreamweaver

  • Creature 3
  • Perception: +7; darkvision
  • Languages: Common, Elven, telepathy 60 ft.
  • Skills: Acrobatics +9, Deception +10, Stealth +8
  • STR: 8 (-1), DEX: 18 (+4), CON: 12 (+1), INT: 12 (+1), WIS: 14 (+2), CHA: 16 (+3)
  • AC: 18 (Dexterity)
  • HP: 34
  • Fort: +5, Ref: +10, Will: +7
  • Speed: 30 feet
  • Melee:
    • Illusory Assault: +10 to hit, 1d6+4 psychic damage plus confusion (target must succeed on a DC 18 Will save or be confused for 1 minute).
    • Acrobatic Strike: +10 to hit, 1d8+4 bludgeoning damage
  • Special Abilities:
    • Reality Manipulation: The Dreamweaver can alter the environment within a 30-foot radius, creating temporary changes that impose a -2 penalty on all actions for affected creatures (DC 18 Will save to resist).
    • Graceful Evasion: The Dreamweaver can move up to half its speed as a reaction when attacked.
    • Mental Resilience: The Dreamweaver has advantage on saving throws against illusions and mind-altering effects.

Savage Worlds

Dreamweaver

  • Attributes:
    • Agility: d10
    • Smarts: d8
    • Spirit: d8
    • Strength: d4
    • Vigor: d6
  • Skills:
    • Fighting: d8
    • Stealth: d8
    • Notice: d8
    • Athletics: d10
    • Persuasion: d8
  • Pace: 6
  • Parry: 6
  • Toughness: 5 (1)
  • Edges:
    • Graceful: +2 to Agility rolls to avoid attacks and perform acrobatic maneuvers.
    • Illusionist: +2 to all rolls when creating or maintaining illusions.
  • Special Abilities:
    • Illusory Assault: The Dreamweaver can create disorienting illusions that cause opponents to suffer -2 to their actions (opposed roll using Spirit).
    • Acrobatic Strike: Inflicts Str+d6 damage, uses Agility to avoid counterattacks.
    • Reality Manipulation: The Dreamweaver can alter the environment within a Small Burst Template, causing minor changes that impose a -2 penalty on affected creatures’ actions (Spirit roll to resist).
    • Mental Resilience: The Dreamweaver has +2 to all rolls to resist mental and illusionary effects.

Shadowrun (6th Edition)

Dreamweaver

  • Attributes:
    • Body: 3
    • Agility: 7
    • Reaction: 6
    • Strength: 2
    • Willpower: 5
    • Logic: 4
    • Intuition: 6
    • Charisma: 6
    • Edge: 3
  • Condition Monitor: 9 (Physical), 10 (Stun)
  • Initiative: 12 + 2D6
  • Movement: 12 meters per turn
  • Skills:
    • Unarmed Combat: 6
    • Perception: 5
    • Stealth: 6
    • Spellcasting: 7
    • Athletics: 6
  • Attacks:
    • Illusory Assault: (Spellcasting + Magic, DV 6S, AP -4, causes confusion and disorientation)
    • Acrobatic Strike: (Unarmed + 2, DV 5P, AP -1)
  • Armor: 1 (Mystic Armor)
  • Special Abilities:
    • Reality Manipulation: As a Complex Action, the Dreamweaver can alter the environment, causing affected targets within 10 meters to make a Willpower + Intuition (3) test to resist disorientation.
    • Graceful Evasion: Gains +2 dice on all defense rolls against physical attacks.
    • Mental Resilience: Gains +2 dice to resist mental and illusionary effects.

Starfinder

Dreamweaver

  • CR: 4
  • XP: 1,200
  • Type: Medium fey
  • Init: +6
  • Senses: Darkvision 60 ft.; Perception +11
  • Defense:
    • EAC: 17
    • KAC: 19
    • HP: 40
    • Fort: +4, Ref: +8, Will: +9
  • Offense:
    • Speed: 40 ft.
    • Melee: Acrobatic Strike +11 (1d8+4 B)
    • Ranged: Illusory Assault +11 (2d6+4 P, plus confusion)
    • Space: 5 ft.; Reach: 5 ft.
  • Special Abilities:
    • Reality Manipulation: As a standard action, the Dreamweaver can alter the environment within a 30-foot radius. Creatures in this area must succeed on a DC 15 Will save or be disoriented (-2 penalty to all rolls) for 1d4 rounds.
    • Graceful Evasion: The Dreamweaver gains a +2 bonus to Reflex saves and Acrobatics checks.
    • Mental Resilience: The Dreamweaver gains a +2 bonus to Will saves against mental and illusionary effects.

Traveller (Mongoose, 2nd Edition)

Dreamweaver

  • Characteristics:
    • Strength: 2
    • Dexterity: 12
    • Endurance: 3
    • Intelligence: 8
    • Education: 8
    • Social Standing: 6
  • Skills:
    • Melee (Natural Weapons): 2
    • Athletics: 3
    • Stealth: 3
    • Deception: 2
    • Recon: 2
  • Armor: None
  • Attacks:
    • Illusory Assault: 2D damage + confusion (targets must make an Intelligence check (8+) to resist confusion).
    • Acrobatic Strike: 1D damage, uses Dexterity to avoid counterattacks.
  • Special Abilities:
    • Reality Manipulation: Can create minor environmental changes within a 10-meter radius, causing disorientation (targets must make an Intelligence check (10+) to resist).
    • Graceful Evasion: Gains +2 DM to Dexterity checks to avoid attacks.
    • Mental Resilience: Gains +2 DM to resist mental and illusionary effects.

Warhammer Fantasy Roleplay (4th Edition)

Dreamweaver

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  • Wounds: 16
  • Traits:
    • Illusory Assault: (WS) +6; 1D10+4 damage plus confusion (targets must make an Int test (14) or be confused for 1d4 rounds)
    • Acrobatic Strike: (WS) +6; 1D10+4 damage
  • Skills:
    • Athletics: +10
    • Perception: +10
    • Stealth: +10
    • Dodge: +10
    • Charm: +10
  • Talents:
    • Reality Manipulation: The Dreamweaver can alter the environment within a 10-yard radius, causing minor changes that impose a -2 penalty on affected creatures’ actions (Int test (14) to resist).
    • Graceful Evasion: Gains +2 to Dodge and all rolls to avoid physical attacks.
    • Mental Resilience: Gains +2 to all tests to resist mental and illusionary effects.