
Encounter Type: Roaming
Frequency: Common
Strength: Dark Dreams are completly immune to all fire attacks. In fact, fire seems to heal them rather then inflict damage!
Weakness: Water is the greatest bane of Dark Dreams. It deals double the damage to them wihen used in a attack.
Powers: Dark Dreams are the first Nightmares to have a innate power of their own. A Dark dream has the ability to summon a ball of flame into one of their hands at will and throw it at any target. The damage dealt by this ball of flame is equal to 3d4 plus the attack stat of the Nightmare. Dark Dreams may not lear, use, or carry any water based spells.
Bio: Despite being a Nightmare, Dark Dreams have little to no interest in the destruction of other dreams or Nowhere. A social creature, Dark dreams enjoy living in groups...but they seem to act as if they would prefer to be alone! Sullen and not all that hopeful, they follow the orders of the Nightmare Lair Lords simply because they believe and expect them to win.
Dark Dreams do not seek out conflict, but guard their territory very fiercely. If they are given charge over a certain area, they will defend it to the last nightmare. Any Dream that is wise enough to steer clear of the territory of a Dark Dream can travel unmolested by them, even if they are noticed, so long as they do not tresspass into their territory they will be fine. However, once entered, they will be attacked ruthlessly and determinedly.
**Dark Dreams are capable of living peacefully with other normal Dreams. They are not created through the twisting or perversion of normal dreams, they are whole and complete, without taint. Because of this it is possible for a guardian to gain a Dark Dream as a companion or charge.