Innate Spellcasting. The dream eater's innate spellcasting ability is Charisma (spell save DC 14, +6 to spell attacks). The dream eater can cast the following spells innately, requiring no material components:
Consume Dream. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (1d10 + 4) psychic damage. The dream eater then gains temporary hit points equal to half the damage dealt (rounded down). This attack may only be used against sleeping targets with an Intelligence score of 3 or higher. This damage cannot wake the target, nor can it reduce a creature's hit points below 1.
Dream eaters are large reptilian creatures with several porcine attributes that feed off of the psychic energy of sentient creatures when they sleep. They can be found wherever sentient creatures gather in large numbers, like cities and towns, where they usually keep out of sight to feed unnoticed, but they can also disguise themselves as humanoids, though they are never found around sentient creatures that don't sleep, such as elves. They can use an innate magical power to lull victims to sleep, to feed on their dreams and drain their mental energy. The dream eater doesn't need to breathe, eat, drink, or sleep, gaining all its required sustenance from the dreams it consumes. For a dream eater, one dream consumed in a week is the equivalent of a humanoid eating and drinking enough food and water for a day.
Azathoththe Blind Idiot God slumbers in the center of the universe, pacified by thehideous music of piping monstrosities. When this Elder God has a nightmare, itspawns in the deepest reaches of the Dreamlands as a dream larva. Dream larvaeprey on dreamers and the natives of the Dreamlands alike, carving out desolatefiefdoms of horror. They can travel into the dreams of individuals, and fromthere attempt to trick or threaten mortals into summoning them into the WakingWorld. Such dreams can be triggered by reading certain forbidden and highlycensored manuscripts, usually found only in the libraries of the insane andwicked.
A dramofir canread the dreams of a creature just by looking at them, and take those dreamswith them that attract their attention. They also serve as wandering mystics,interpreting dreams, purging people of magical or mundane nightmares, andkilling animate dreams in order to weave them into their cloaks. Animate dreamshate dramofirs, which in turn regard animate dreams with an odd sort of pity.Most of the time, a dramofir will move on peacefully once it has collected adream, but they occasionally exterminate either individuals or entirecommunities if it suits them. To outsiders, it often seems inscrutable whichdreamers a dramofir will protect and which dreamers they kill.
The Quor Tarai is the spirit of the age in Dal Quor, the region of dreams, and the age it has created is a nightmare. The quori are the children of the Quor Tarai, and they call their creator il-Lashtavar (the Darkness that Dreams, or the Dreaming Dark). The name of the monstrous organization that conducts the affairs of the Inspired in the world of Eberron is also called the Dreaming Dark, and it is to this group that the name Dreaming Dark usually refers.
Field agents of the Dreaming Dark sit above the shadows in the organization hierarchy. These include thoughtstealers who focus on collecting secrets, dominators who focus on manipulation and orchestrating events, and dreamblades who assassinate the foes of the quori as a last resort.
The Plane of Dreams, usually simply called the Dream World, is where dreams cavort, heedless of the waking world. Dreams once dreamt fade into obscurity, but their echoes resonate forever throughout the Dream World. Carcasses of particularly vile dreams, charged with dark emotion, sometimes rampage from dreamscape to dreamscape, giving rise to terrible nightmares.
Into the Plane of Dreams come dreamers, whether they will it or not, every time they fall asleep. Their minds take flight to the Plane of Dreams. The edges of Dream expand and contract with temporary dreamscapes as dreamers on every plane sleep and wake. The Dream World would exist even if there were no dreamers, though.
The many dreamscapes created by dreamers last but a short time, and they rarely impinge on each other accidentally. However, there are those who knowingly walk between dreamscapes, doing as they will. Sometimes such lucid dreamers pierce the very heart of the Dream World, where average dreams dare not roam
All manner of creatures are found in Dream, ranging from small animals to abominable nightmares. Dreamers run the gamut as well, though dreamscapes of similar creatures are generally clustered together like archipelagos in a sea of wild dream-stuff.
Your dreams can indeed hurt you. Of course, most mortals live out their lives without coming to any harm in the great untamed wildness of the Dream World, but some are not so lucky. When an average dreamer enters the Dream World, she retains all her abilities and even gains dream-stuff equivalents of carried or worn items. Likewise, her hit points, ability scores, and all other values are exactly as they were before she fell asleep. For example, if she is a 5th-level wizard with a wand of lightning, she can use both her spells and her wand in the Dream World. When she wakes up, she'll find that she neither cast any prepared spells nor expended charges from her wand.
If a dreamer or dreamwalker dies in a dreamscape, she wakes immediately with a hammering heart but is otherwise unharmed. A dreamer or dreamwalker pulled slain in the Dreamheart also dies on the Material Plane. Worse, their spirits are snared forever at the heart of the Dream World, so Raise Dead and Resurrection spells don't work.
Many dreamscapes are small-no more than two or three rooms in a drab building, a small clearing in a stormwracked forest, or a mist-shrouded rural crossroads. Other dreamscapes extend for miles and contain all manner of oddities, architecture, and inhabitants. However, all dreamscapes share one feature: the dreamer.
The dreamer's unconscious mind forms the dreamscape, which the dreamer then moves through, usually unconscious of the fact that he is dreaming at all. The dreamer alters large or small aspects of his personal dreamscape, though he never does so consciously unless trained in Lucid Dreaming. Dreamscapes usually burst when the dreamer awakens, although occasionally dreamscapes linger or survive permanently under unusual circumstances or magic.
In extremely rare cases, a dreamscape ruptures, sending its pieces and visitors into other dreamscapes or onto the Material Plane. Objects from ruptured dreamscapes usually last 1d% hours on the Material Plane, but 1% of them achieve permanent reality.
Waking up in the Dreamheart is more difficult, requiring a Wisdom check (DC 18). In the Dreamheart, a random flare of fire, electricity, or flood can take the life of a dreamwalker at any moment. Likewise, a dream-born creature can swoop out of the chaos and eat an inexperienced traveler. When death comes in the Dreamheart, it affects the physical body as well.
Typical Baku are silent, peaceful nightmare nibblers, creatures whose presence is often welcomed in settlements that find themselves tormented by Night Hags or other horrors that haunt sleeping settlers. Baku who consume the imaginative and elaborate dreams of those with psychic powers, though, undergo a metamorphosis into a Dreamweaver, somehow gaining a fancy set of robes in the process and a whole host of powers that put them above their normal brethren.
From time to time, when a powerfully imaginative sleeper wakes from a particularly vivid or unusual dream, a fragment of that dream lingers on the Ethereal Plane. To survive, this animate dream needs the power of living will, imagination, and emotion to sustain it. An animate dream seeks out mortal minds, appearing as a shadowy and often frightful dream figure. Its true appearance is vague and nebulous, but it reacts to the fears and emotions of those around it, taking on a nightmarish appearance that differs for each viewer.
Animate dreams sometimes associate with other creatures from the Ethereal Plane or that have associations with dreams and nightmares, such as night hags, phase spiders, and xills. Sometimes these alliances are mutually beneficial, but in many cases the animate dreams are treated as slaves. Night hags in particular like enslaving animate dreams, and sometimes use their essence as a component in creating heartstones.
Fjord's patron contacted him for the first time through a dream. He found himself underwater, facing an enormous yellow eye. He tried to speak to it, but it responded only in single words: \"Watching. Potential. Learn. Grow. Provoke. Consume. Reward. Patience.\" He woke with a start, coughing up seawater, and found that his falchion was missing from its sheath, but could now be summoned by him. Fjord discovered he had bonded with the sword as his warlock pact weapon.
As Fjord fell asleep, he faded into a dream of himself standing in total darkness; in his hand was the Waste Hunter Blade. A large yellow eye appeared in front of him. A voice said \"Consume\". Fjord opened his mouth and pushed the sword into it. He felt pain but also a strong hunger and continued to push the sword further. After he had swallowed the sword, the voice said \"Good\". The eye closed. Fjord realized he was underwater and started trying to swim against the current. After a few seconds of struggling, he woke up suddenly. The Waste Hunter Blade was gone. Fjord wiped his mouth and found a little bit of blood. He summoned his pact weapon. Instead of the Waste Hunter Blade, his weapon t