Dream Drowner
CREATURE 12Dream drowners are anemone-like predators from Orv's flooded vaults. A dream drowner indefinitely parasitizes and mentally controls a host to serve as its mount as it seeks out the thoughts of thinking prey to consume. So far, any attempt to communicate with these creatures elicits aggression, yet the beings' behavior demonstrates extraordinary intelligence.
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
30 feet.
The dream drowner's tentacles move with hypnotic grace. When a creature ends its turn in the dream drowner's aura, it must attempt a DC 32 Will save, becoming Stupefied 1 on a failure (or increasing its stupefied value by 1, to a maximum of 4). The dream drowner can deactivate or activate this aura by using a single action, which has the concentrate trait.
When a creature fails or critically fails a Will save against a dream drowner's occult innate spells, the creature takes 1d6 nonlethal mental damage per rank of the spell.
A dream drowner assaults the minds of distracted creatures. Each creature within a 20-foot emanation that has the Fascinated or stupefied condition takes 10d8 mental damage (DC 32 basic Will save).
The dream drowner can't use this ability again for 1d4 rounds.
The dream drowner makes a tentacle Strike against each creature within its reach. These Strikes count toward the dream drowner's multiple attack penalty, but the multiple attack penalty doesn't increase until after the dream drowner makes all its attacks.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.