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 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 |
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Tiny fiend (demon), chaotic evil |
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Armour Class 14 Hit Points 14
(4d4 + 4) Speed 20 ft., fly 30 ft. |
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Proficiency Bonus +2 Saving Throws Dex +7, Int +5 Skills Deception +5, Insight +3, Stealth +7 Senses truesight 60 ft., passive Perception
10 |
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Languages
Abyssal, Common |
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Challenge 1
(100 XP) |
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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. 3/day: hypnotic
pattern, phantasmal force 1/day: invisibility,
major image, maze ACTIONS |
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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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