Fiend Factory 5e. White Dwarf 25: The Dream Demon

 Issue 25: The Dream Demon

 


This is another Fiend Factory presented as a mini-scenario, called The Black Manse. In this scenario, the setting is a town or village that is suffering injustice and heavy taxation ever since the former, benevolent baron was supplanted by his son and his twelve dwarf henchmen. Since the local mayor turned into a gibbering idiot when he went to plead with the son, there’s obviously an opening for adventurers to investigate. There’s no map, but a nice evocative illustration of the Manse for inspiration.

 


In reality, the son is an Incubus,



The main difference between this version and the 5th Edition version is that Roger E Moore’s incubi have more spell-like abilities for affecting the mind of their victims, including confusion and the psionic ability to cause insanity (which this particular incubus used on the former baron).

The baron’s men have been taken over by Brain Suckers (by John R Gordon).


These are quite neat, and could be used as a kind of larval form of Intellect Devourer, since in effect they do the same thing except reversibly. Unlike intellect devourers, the brain sucker leaves the host alive (although damage is caused that could be deadly to low-level types) if it is forced out. Again, like the incubus, it’s psionic.


Finally, the baron’s treasure house is guarded by, well, a Guardian (by Simon Tilbrook)

 



This is described as a variant necrophidius, which is less of a rip-off than it seems since Simon Tilbrook also came up with the necrophidius. Iit has some interesting quirks, and I may come back to this one for bonus stats. Its bite causes petrification (nick the rules for the cockatrice), but it is also able to project its spirit into the bodies of its petrified victims, becoming an animated statue. That’s a good dilemma for a party if they have to fight their petrified companion without damaging them beyond restoration. Each guardian has a built in vulnerability to a particular material (in the case of this scenario, silver), which can be exploited by the master to prevent betrayal (here, all of the treasure chests are silver-plated).

So, the incubus already exists, the brain sucker is too close to an intellect devourer (plus I did a body snatcher beat with the Enslaver), the Guardian is good, but my favourite in this issue is Phil Masters’ Dream Demon, perhaps because of the illustration.

 


In this scenario, the incubus’ dwarf henchmen are actually these creatures under an illusory disguise, but I particularly like the idea of them as an alternative to an imp or quasit as a special familiar.

 




They have ties to the Illusionist class, which hasn’t been a thing beyond a specialist wizard since 1st Edition, but there’s still plenty of scope for giving them strong ties to magic of the illusion school. To that end, I gave them specific resistance against illusion magic, with a once-per-day ability to chose to succeed automatically on a saving throw. This streamlined the rather awkward list of specific spells to which the dream demon was immune (and they don’t form a coherent enough theme to convert it simply into a condition immunity.

The innate spellcasting was quite easy to convert, using minor illusion in place of ventrilioquism, and I gave them major image in place of the non-existent gaze reflection and minor creation.

The ability of a dream demon to control shadows (the undead monster) is an odd one, but I kept it.

 

Dream Demon

Tiny fiend (demon), chaotic evil

Armour Class 14

Hit Points 14 (4d4 + 4)

Speed 20 ft., fly 30 ft.

STR

DEX

CON

INT

WIS

CHA

5 (-3)

18 (+4)

12 (+1)

11 (+0)

10 (+0)

14 (+2)

Proficiency Bonus +2

Saving Throws Dex +7, Int +5

Skills Deception +5, Insight +3, Stealth +7

Senses truesight 60 ft., passive Perception 10

Languages Abyssal, Common

Challenge 1 (100 XP)

Illusion Resistance. The dream demon has advantage on saving throws against spells and other magical effects of the illusion school. Once per day, if it fails a saving throw against an illusion spell, it can choose instead to succeed. Note that a dream demon will automatically disbelieve any illusory effects due to its truesight..

Illusory Appearance. The dream demon can give itself the illusory appearance of any humanoid of size Small or smaller, but not that of a specific person. If this effect is dispelled, the dream demon can restore it as a bonus action on its turn.

Innate Spellcasting. The dream demons innate spellcasting ability is Charisma (save DC 12). It can innately cast the following spells without material components.

       At will: dancing lights, minor illusion

3/day: hypnotic pattern, phantasmal force

1/day: invisibility, major image, maze


ACTIONS

Wing. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) slashing damage.

Control Shadows (1/day). The dream demon can attempt to take control of an undead shadow. To do so, the dream demon makes a contested Charisma check against the shadow’s Wisdom check. If successful, the shadow is under the control of the dream demon for as long as the dream demon concentrates, or for 1 hour, whichever ends first.

 

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