<strong>Galyxx, The Death of Dreams</strong><br/>(https://heavenawaits.files.wordpress.com/2013/11/image98.png)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Galyxx, Death of Dreams</div><div class="spoiler_body"><strong>Galyxx, Death of Dreams</strong><br/>Vecna-Blooded Monster of Legend Chaotic Arch-Dragon Prodigy (Dexterity) Guecubu; Rogue 4/Assassin 1/Sneak Attack Fighter 1/Nightsong Enforcer 1/Guild Thief 1/Paladin of Slaughter 2/Unarmed Swordsage 2 <br/><strong>Size/Type:</strong> Medium Outsider (Loumara, Chaotic, Evil, Incorporeal)<br/><strong>Hit Dice:</strong>    16d8+208 (336 hp)<br/><strong>Initiative:</strong>    +13 (+9 Dex, +4 Improved Initiative)<br/><strong>Speed:</strong>    Fly 30 ft. (6 squares) (Perfect)<br/><strong>Armor Class:</strong>    37 (+7 Dex, +13 Deflection, +7 untyped), touch 32, flat-footed 32<br/><strong>Base Attack/Grapple:</strong>    +16/+27<br/><strong>Attack:</strong> Touch +27 (Sleep) or Dreamthief +26 (1d6+10/19-20/x2)<br/><strong>Full Attack:</strong>    Touch +25/+20/+15/+10 (Sleep) or Dreamthief +26/+21/+16/+11 (1d6+10/19-20/x2)<br/><strong>Space/Reach:</strong>    5 ft./5 ft.<br/><strong>Special Attacks:</strong> Haunting Aura, Sleep Touch, Telekinesis, Possession, Spells, Sneak Attack +6d6, Trapfinding, Penetrating Strike, Death Attack, Poison Use, Smite Good 1/day, Deadly Touch, Dream Eater, Supreme Possession<br/><strong>Special Qualities:</strong> Natural Invisibility, Divine Endurance, Enigma Aura, Cloak of Mystery, Enhanced Attributes, Reflective Hide, Truesight, Evasion, Uncanny Dodge, Detect Good, Divine Grace, Soul-Bound Armory, What Never Lived Cannot Die, Fear The Light<br/><strong>Immunities:</strong> Acid, Fire, Electricity, Disease, Fear, Polymorph, Undead Immunities<br/><strong>Resistances:</strong> Cold 10, Sonic 10<br/><strong>Saves:</strong>    Fort +26, Ref +37, Will +33<br/><strong>Abilities:</strong>    Str -, Dex 28(+9), Con -, Int 23(+6), Wis 24(+7), Cha 33/37(+11/+13)<br/><strong>Skills:</strong>    Bluff +32, Disable Device +32, Disguise +26, Gather Information +16, Hide +32, Intimidate +16, Knowledge (Arcana, Dungeoneering, Local, Nature, Religion, The Planes) +26, Listen +26, Search +25, Spot +26, Use Magic Device +32<br/><strong>Feats:</strong> Educated, Darkstalker, Lifesense, Knowledge Devotion, Ghostly Grasp, Mindsight, Staggering Strike, Shadow Blade, B,Multiattack (B), Improved Initiative (B)   <br/><strong>Environment:</strong>    An evil-aligned plane<br/><strong>Organization:</strong>    Solitary<br/><strong>Challenge Rating:</strong>    16<br/><strong>Alignment:</strong> Chaotic Evil   <br/><strong>Treasure:</strong> Dreamthief (+1 Ghost Touch Greater Anchoring Sword of Subtlety) (106,310), Cloak of Charisma +4 (16,000), Hand of the Mage (900), Wand of Wraithstrike (50 charges) (4,500) <br/><br/><strong>Haunting Aura (Su)</strong> Outside of a host body, Galyxx's presence is unnerving and distracting. Any living creature within 60 feet of Galyxx in its natural form must succeed on a DC 35 Will save or be shaken for as long as it remains in this area. An affected creature that attempts to rest within Galyxx's haunting aura can do so but gains no benefits from sleeping and awakens fatigued, as if it had not slept at all. Once a creature makes this saving throw, it is immune to Galyxx's haunting aura for 24 hours. The save DC is Charisma-based.<br/><br/><strong>Sleep Touch (Su)</strong> A creature touched by Galyxx in its natural form must make a successful DC 35 Will save or immediately fall into a deep sleep for 1 hour. A sleeping creature is helpless. Slapping or wounding the sleeping creature awakens it, but normal noise does not. Waking a creature is a standard action. This is a mind-affecting sleep effect. The save DC is Charisma-based.<br/><br/><strong>Telekinesis (Su)</strong> A guecubu can use telekinesis as a standard action (CL16th). Galyxx can use this ability even while possessing a creature without that creature realizing it is technically the source of the effect. If Galyxx elects to hurl something such as a boulder or other dense object, it deals 2d6 points of damage on a hit. Weapons hurled in this manner deal damage appropriate for the weapons in question. Galyxx does not apply any Strength modifier to damage dealt by telekinetically hurled objects. Its chance to hit is equal to its base attack bonus + its Charisma modifier.<br/><br/><strong>Natural Invisibility (Su):</strong> This ability is constant, allowing Galyxx to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.<br/><br/><strong>Divine Endurance:</strong> Galyxx can take a free action to gain damage reduction 10/— from the mingling of divine blood with its material form. Galyxx can suppress this ability with another free action. Once the damage reduction has prevented 40 points of damage, Galyxx loses all benefits of the god-blooded template, including this ability, except when otherwise noted.<br/><br/><strong>Enigma Aura (Su):</strong> Once per day, as a standard action, Galyxx can wrap itself in an aura that makes creatures within 120 feet intermittently forget it’s there. At the start of each affected creature’s turn, that creature has a 50% chance to be unable to attack Galyxx in any way, including with spells and special abilities. The aura lasts for 1 minute after it’s activated.<br/><br/><strong>Cloak of Mystery (Su):</strong> Galyxx gains immunity to all divination spells cast against it or cast to learn information about it. Such divination fails to reveal any information. Galyxx immediately learns the name, appearance, and location of the caster who attempted the divination. Unlike other god-blooded abilities, Galyxx retains this special quality after it loses other abilities from this template.<br/><br/><strong>Spells:</strong> Galyxx can cast spells as a 5th level cleric, with access to the Chaos, Luck, Trickery, Strength, War, and Protection domains. It cannot cast any spells with the [Lawful] descriptor.<br/><br/><strong>Reflective Hide (Sp):</strong> Galyxx is protected by a constant Spell Turning effect that recharges at the beginning of its turn, reflecting 10 levels of spells at a time.<br/><br/><strong>Enhanced Attributes (Ex):</strong> The save DC's for all of Galyxx's abilities is increased by +4.<br/><br/><strong>Truesight:</strong>Galyxx is under the effects of a constant True Seeing effect.<br/><br/><strong>Undead Traits:</strong> Immunity to mind-affecting effects, poison, disease, death, sleep, paralysis, and stunning. Immune to critical hits, nonlethal damage, massive damage, ability drain, energy drain, ability damage to physical ability scores, fatigue and exhaustion. Cannot heal naturally. Immune to any Fortitude effect that does not affect objects. Does not eat, breathe, or sleep.<br/><br/><strong>Sneak Attack:</strong> Galyxx deals an additional +6d6 damage on each attack whenever the target would be denied its Dexterity bonus, or whenever it flanks a target. Against a target normally immune to precision damage, it deals half the usual bonus damage when flanking only.<br/><br/><strong>Trapfinding:</strong> Galyxx can detect magical traps, and traps with a Search DC above 20. It can use Disable Device to disarm magical traps.<br/><br/><strong>Evasion:</strong>When Galyxx passes a Reflex save against an attack that deals half damage on a successful save, it takes no damage instead.<br/><br/><strong>Uncanny Dodge:</strong> Galyxx retains its Dexterity bonus to AC even when flat-footed.<br/><br/><strong>Death Attack:</strong> After studying a target for three rounds and making a successful sneak attack, Galyxx can force the target to attempt a DC17 Fortitude save. Failure causes either death or paralysis at Galyxx's discretion.<br/><br/><strong>Poison Use:</strong> Galyxx never risks accidentally poisoning itself when wielding a poisoned weapon.<br/><br/><strong>Detect Good:</strong> Galyxx can Detect Good at will, as the spell.<br/><br/><strong>Smite Good:</strong> Once per day, Galyxx can attempt to smite a good target. It adds +13 to its attack roll and +2 to the damage roll. If the target is not good, the ability is wasted to no effect.<br/><br/><strong>Divine Grace:</strong> Galyxx adds its Charisma modifier as an untyped bonus to all saving throws.<br/><br/><strong>Deadly Touch:</strong> Galyxx can deal up to 13 points of damage with a melee touch attack each day, divided into any amount. A successful Will save (DC23) halves the damage.<br/><br/><em>Fear The Light:</em> Light is anethema to creatures of both darkness and evil, and Galyxx is both. Spells with the [Light] descriptor count as having the Transdimensional Spell metamagic applied to them for free, and Galyxx is treated as undead when resolving their damage and effects. <em>Brilliant Energy</em> weapons count as having the <em>ghost touch</em> property against it.<br/><br/><strong>Dream Eater( Su):</strong>Galyxx draws sustenance from the hopes and dreams of its victims, devouring their psyche a piece at a time until they are left an empty shell devoid of consciousness or motivation. It can substitute Intelligence, Wisdom, or Charisma damage for extra dice of damage when making a sneak attack, dealing 1 point of damage for each die it gives up and healing 5 HP for each point dealt in this manner. This bypasses immunities to ability damage, but has no effect on mindless opponents.<br/><em>Source:</em> Built off the Soulknife's Knife To The Soul ability, swapping Psychic Strike for Sneak Attack, blended with features of the Ghost template's Draining Touch ability.  <br/><br/><strong>What Never Lived Cannot Die: (Su)</strong> Born of a fusion between the fragmented nightmares of a dead god and a mortal soul, Galyxx exists in a curious half-state between life and undeath. It retains the Outsider type and features, but has all the traits listed for the Undead type, substituting its Charisma modifier for Constitution to determine hit points. In addition, it is entirely immune to both positive and negative energy - it cannot be healed or damaged by either type, nor can it be turned or rebuked. If destroyed, it will reform on its home layer after 2d4 weeks with a successful check of 1d20+Hit Dice against DC16.<br/><em>Source:</em>Essentially the Dry Lich feature of the Walker in The Wastes prestige class, substituting a Ghost's Rejuvenation ability for the usual lich's phylactery. The positive-negative exemption is mostly to add emphasis to the theme, and give an additional reason to use Dream Eater.<br/><br/><strong>Soul-Bonded Armory:</strong> Galyxx stores its most valued treasures within a specially prepared vault at the heart of the Dreaming Gulf, to which it has bonded a chunk of its essence. Headbands, belts, rings, cloaks, and other wearable kept in close association with Galyxx’s phylactery transfer all their benefits to Galyxx no matter how far apart Galyxx and its vault  are located. The standard limits on types of items utilized simultaneously still apply. Items that require a hand to wield can also benefit from this ability, but Galyxx must spend the appropriate actions to 'draw' a spectral copy of the item, and is limited to two hands while telekinetically wielding it.<br/><em>Source:</em> A near carbon-copy of the Demilich's Phylactery Transference feature.<br/><br/><strong>Supreme Possession:</strong> Galyxx can attempt to possess any sleeping creature. It must enter a square occupied by the sleeping creature to possess it. The victim is entitled to a DC 35 Will save to resist possession; however, a successful save does not cause the victim to awaken, nor is the victim aware of the possession attempt even after waking (although the victim can dimly recall some strange, otherworldly dream). The save DC is Charisma-based. Galyxx can take on any of the following roles while possessing a creature: ally, controller, enemy, mutterer, or rider. See Demonic Possession, Fiendish Codex I page 21, for more information.<br/><br/>[b Spell-Like Abilities[/b]<br/>   At-will - <em>Blasphemy, Deep Slumber, Desecrate, Detect Good, Detect Law, Dream, Greater Dispel Magic, Greater Teleport Phantom Foe, Plane Shift, Telekinesis</em><br/>   3/day - <em>Dragon Breath (Brass only), Symbol of Sleep</em><br/>   1/day - <em>Dream Casting, Hiss of Sleep</em><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Archfiend Upgrades</div><div class="spoiler_body"><strong>Additional Spell-Like Abilities</strong><br/>   At-will - <em>Deep Slumber, Dream, Phantom Foe</em><br/>   3/day - <em>Dragon Breath (Brass only), Symbol of Sleep</em><br/>   1/day - <em>Dream Casting, Hiss of Sleep</em><br/><strong>Additional Weaknesses</strong>:<br/><em>Fear The Light:</em> Light is anethema to creatures of both darkness and evil, and Galyxx is both. Spells with the [Light] descriptor count as having the Transdimensional Spell metamagic applied to them for free, and Galyxx is treated as undead when resolving their damage and effects. <em>Brilliant Energy</em> weapons count as having the <em>ghost touch</em> property against it.<br/><br/><strong>Dream Eater( Su):</strong>Galyxx draws sustenance from the hopes and dreams of its victims, devouring their psyche a piece at a time until they are left an empty shell devoid of consciousness or motivation. It can substitute Intelligence, Wisdom, or Charisma damage for extra dice of damage when making a sneak attack, dealing 1 point of drain for each die of damage it gives up and healing 5 HP for each point dealt in this manner. This bypasses immunities to ability damage, but has no effect on mindless opponents.<br/><em>Source:</em> Built off the Soulknife's Knife To The Soul ability, swapping Psychic Strike for Sneak Attack, blended with features of the Ghost template's Draining Touch ability.  <br/><br/><strong>]What Never Lived Cannot Die: (Su)</strong> Born of a fusion between the fragmented nightmares of a dead god and a mortal soul, Galyxx exists in a curious half-state between life and undeath. It retains the Outsider type and features, but has all the traits listed for the Undead type, substituting its Charisma modifier for Constitution to determine hit points. In addition, it is entirely immune to both positive and negative energy - it cannot be healed or damaged by either type, nor can it be turned or rebuked. If destroyed, it will reform on its home layer after 2d4 weeks with a successful check of 1d20+Hit Dice against DC16.<br/><em>Source:</em>Essentially the Dry Lich feature of the Walker in The Wastes prestige class, substituting a Ghost's Rejuvenation ability for the usual lich's phylactery. The positive-negative exemption is mostly to add emphasis to the theme, and give an additional reason to use Dream Eater.<br/><br/><strong>Soul-Bonded Armory:</strong> Galyxx stores its most valued treasures within a specially prepared vault at the heart of the Dreaming Gulf, to which it has bonded a chunk of its essence. Headbands, belts, rings, cloaks, and other wearable or wieldable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. <br/><em>Source:</em> A carbon-copy of the Demilich's Phylactery Transference feature.<br/><br/><strong>Supreme Possession:</strong> Galyxx can attempt to possess any sleeping creature. It must enter a square occupied by the sleeping creature to possess it. The victim is entitled to a DC 35 Will save to resist possession; however, a successful save does not cause the victim to awaken, nor is the victim aware of the possession attempt even after waking (although the victim can dimly recall some strange, otherworldly dream). The save DC is Charisma-based. Galyxx can take on any of the following roles while possessing a creature: ally, controller, enemy, mutterer, or rider. See Demonic Possession, Fiendish Codex I page 21, for more information.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background: From Phantom to Fiend</div><div class="spoiler_body">Even the most fearsome of killers and murderers have their own boogeymen, figures of dark myth and half-whispered legends from pasts long-forgotten. Greatest and most apocryphal of these peerless killers is the semi-mythical individual called the Phantom. A serial killer, assassin, and simple butcher beyond peer, he or she terrorized a continent for the better part of a century. No walls or doors could block the Phantom's path, and no magical wards could guard against it. Nobles dropped dead in plain view of their bodyguards, kings keeled over in the middle of public ceremonies. So many otherwise inexplicable deaths are attributed to the Phantom that most scholars are convinced they never existed, or were at best a succession of copycats amalgamated into one person. The scholars, naturally are wrong. The Phantom was real, spilling oceans of blood in search of a forgotten secret only they could be sure existed. As they had lived unseen, so did they die unnoticed, obliterated in the chaos of the siege upon the fortress where they and the band of equally talented villains,but their soul endured.<br/><br/>For centuries, it drifted unclaimed through the Lower Planes, never coming to rest in a place it truly belonged. The methodical discipline of the baatezu repulsed it, as did the inability of the tan'nari to pursue any goal beyond the one in front of their faces. Nor did the matchless greed of the yugoloths suit the murderous soul, being a distraction from the purity of death it desired. Only when the first of the loumara were birthed out of the Dreaming Gulf did the nameless spirit feel drawn towards a new incarnation. The warped nightmares of a slain god beckoned to it, a siren song that fit into its hunger like a hand in its glove. The result was Galyxx, a guecubu of unmatched power, all the limitless desire for bloodshed of its cousins overlapped with a mortal soul's furious spark of determination.<br/><br/>Shrouded from any vision, it nonetheless found itself immediately pitched into a battle of survival. The Dreaming Gulf already possessed a ruler, the Loumara lord Sifkhu, and a rival could not be tolerated. They fought, raw power matched against experience and aptitude, until both were at the brink of dissolution. Sifkhu sunk into dormancy from its injuries, while Galyxx slunk away to hide in the deepest and darkest corner of the Gulf to recover. Thus unseen, it saw the Succubus Queen Malcanthet intrude upon the Gulf and discover the sleeping Sifkhu to take prisoner; now devoid of its rightful ruler, the Gulf accepted Galyxx in its place. But as long as Sifkhu lived, it could not rest easy – nor could it risk Malcanthet absorbing the captive loumara into herself and dethroning it. The solution would be found on Niflheim. How it knew this, it could not say, but there would be answers.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Galyxx's Allies and Enemies</div><div class="spoiler_body"><strong>Malcanthet:</strong> The Demon Queen of Succubi regularly intrudes upon the Dreaming Gulf, checking to ensure that her rival Xinivrae has not managed to escape her bonds. It was by pure chance that her last incursion eliminated Galyxx's primary rival for control of the layer, and there is little doubt she would welcome having two loumara lord captives instead of one.<br/><strong>Sifkhu:</strong> While not an active threat, the imprisoned Sifkhu is still dangerous. Freed, it would be a competitor for rulership of the Dreaming Gulf. But the longer it remains in Malcanthet's custody, the greater the odds she will find a way to successfully absorb it to become an even stronger usurper of the Gulf directly.<br/><strong>Xinivrae:</strong> Weakened and trapped within the Dreaming Gulf, the former succubus queen and Galyxx have an uneasy understanding of sorts. She will not betray his existence whenever Malcanthet visits to taunt her, and in turn Galyxx will support her if an opportunity arises to overthrow Malcanthet from her current position.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aspects</div><div class="spoiler_body">None as of yet. I'll bud off Aspects as they occur to me.<br/></div></div>