Dream Render (CR 8)

This strange creature appears as a blurred, indistinguishable humanoid. As the illusory aura disperses, a tall humanoid with white mottled skin, large purple eyes, protruding ears, and a mass of tentacles dangling at its mouth and chin is revealed, causing unspeakable terror to well up deep within your soul. As you look on in horror, it raises its odd-looking appendages towards you and laughs in a deep sinister voice. 

XP 4,800
LE Medium aberration (extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +20
Aura distortion aura

DEFENSE

AC 19, touch 11, flat-footed 17 (+1 Dex, +8 natural)
hp 67 (9d8+27)
Fort +7, Ref +4, Will +8; +4 resistance vs. enchantments
Immune illusions, paralysis; SR 19

OFFENSE

Speed 30 ft.
Melee 2 tentacles +9 (1d4+2) or tendril whip +9 (1d2+1 plus entangle)
Space 5 ft.; Reach 5 ft.
Special Attacks entangle, gaze, mind touch, paralytic strike
Spell-Like Abilities (CL 9th, concentration +14)
   3/day–daze (DC 14), hypnotism (DC 15), scare (DC 16)
   2/day–crushing despair (DC 18), mirror image 
   1/day–mind fog (DC 19), nightmare (DC 19), phantasmal killer (DC 18), plane shift
Spells Prepared (CL 7th, concentration +12)
   3rd (4/day) fearsome duplicate, scorching ray (DC 17)
   2nd (5/day) burning arc (DC 16), detect thoughts (DC 16), mad hallucinations (DC 16)
   1st (6/day) interrogation (DC 15), magic missile, memory lapse (DC 15), ray of enfeeblement (DC 15), true strike
   0 (at will) bleed (DC 14), detect magic, haunted fey aspect (DC 14), mage hand, message, spark (DC 14), touch of fatigue (DC 14)

STATISTICS

Str 14, Dex 12, Con 14, Int 20, Wis 17, Cha 19
Base Atk +6; CMB +8; CMD +19
Feats Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Toughness
Skills Bluff +13, Intimidate +16, Knowledge (dungeoneering) +14, Knowledge (planes) +14, Knowledge (arcana) +17, Perception +20, Sense 
   Motive +12, Spellcraft +17, Stealth+13; Racial Modifiers +8 Perception
Languages Aklo, Common, Draconic, Infernal, Undercommon
SQ false image (disguise self)

SPECIAL ABILITIES

Distortion Aura (Su) A dream render is surrounded by an aura that constantly distorts its appearance. This ability functions as a blur effect 
   and grants the dream render concealment with a 20% miss chance. The dream render can deactivate or reactivate it as a free action, and 
   unless otherwise stated is considered to be active.
Entangle (Ex) Creatures hit by a dream render’s tendril whip must make a Reflex save (DC 18) or become entangled.
False Image (Sp) A dream render can disguise its physical form so as to appear as any other humanoid of similar size and shape as a free 
   action. This ability functions as the disguise self spell.
Gaze (Su) A dream render can make a gaze attack. All creatures within 30 feet of the dream render that look directly at it must then make a 
   Will save (DC 18) or be affected as if by a charm person spell.
Mind Touch (Su) A dream render can enter the mind of any creature that has a language and mentally communicate with it by making direct 
   contact with its index finger. This ability requires a standard action and is similar to the telepathy ability, but only a single creature can be 
   addressed at one time, unless one or more other creatures are in physical contact with the first. In which case, the dream render can 
   address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is 
   just as difficult as simultaneously speaking and listening to multiple people at the same time. While a dream render maintains this tactile 
   telepathic contact, it can execute the following mental maneuvers, one at a time as a move equivalent action.
  • Dream Walk: A dream render can enter the mind of a creature which it is in telepathic contact with and deliver messages in the form of dreams. The creature is considered to be under the effects of a dream spell and can only resist its effects by breaking contact with the dream render. In addition, while the dream render is delivering the message, it can include a simple suggestion that functions as the suggestion spell. 
  • Embed Memory: A dream render can embed memories into the mind of a single creature with which it is in telepathic contact. While in telepathic contact, the dream render can implant false memories or alter existing ones. This ability otherwise functions as the modify memory spell. 
  • Mind Rend: A dream render can rend the mind of a single creature with which it is in telepathic contact, in search of specific knowledge which it can use for its own purposes, which must be selected at the time of the attempted rending. However, doing so can cause psychic damage to either the creature’s reasoning, willpower, or personality centers depending upon what knowledge the dream render is seeking. To rend the creature’s mind, the dream render must make a successful opposing ability check (1d20 + ability modifier) against the creature. Failure results in the creature remaining unharmed. The dream render can plumb the psyche of the creature to temporarily learn and use a specific skill (Intelligence), steal a single memory or secret from the creature (Wisdom), or temporarily alter the creature’s personality (Charisma), such as causing it to become more assertive, more fearful, braver, etc. The effects of the rending last for a number of rounds equal to the 10 rounds, minus the creature’s ability modifier to a minimum of 1 round. 
  • Mind Terrors: A dream render can implant terrifying images and dreams into the mind of a single creature which it is in telepathic contact with, and is otherwise considered to be under the effects of a nightmare spell. 
Paralytic Strike (Ex) A dream render that has entangled a victim can make a single tentacle sting attack. If successful the attack deals no 
   damage, but instead injects the target with paralytic poison. Anyone struck thus must succeed on a DC 18 Fortitude save for the next two 
   consecutive rounds on the dream render’s turn or be paralyzed for a number of round equal to 1d4+1 round for every 3 Hit Dice. 
Spells An alu-kashiik casts spells as a 7th-level arcanist. 

ECOLOGY

Environment any underground (planar)
Organization solitary, pod (2-3)
Treasure double