Dream Thieves – Psychic-Vampire Unseelie Fey for D&D 5th Edition

elves , by youxiandaxia

“Let me just reach into your mind…”

Deep within the realms of the fae lie particularly insidious spirits that thrive off the minds and life forces of material plane creatures.  These parasites drain both energy and sanity from their hosts, rendering them into a vegetative state or possibly empty husks.  Referred to as psychic vampires by some, this category isn’t far from the truth.  They have the ability to mentally drain targets who are very much awake, making them a threat in active combat too.  Few have seen to recount about their fateful incursions.  Most remark that these winged creatures have muted and soulless features.  In a sense, they fit the mold of the classic vampire in many ways, but with a more faerie-driven motif as well.

Luckily, these creatures are quite cowardly.  If put in a situation beyond their control, they will do all in their path to escape and search for a much weaker target to feast from.  Their preferred prey is helpless creatures locked into sleep.  This is where their name comes from, despite them being indifferent towards targeting unconscious or generally helpless creatures.

NOTE:  Here’s a creepy fey I came up with a few years back for a D&D 4E game, in one of my few stints with that edition.  Needless to say, I forgot about this idea for quite a while, only to stumble upon it a few days ago.  Enjoy and drive your players MAD!!!

Dream Thief

Tiny fey (unseelie), chaotic evil

Armor Class 13

Hit Points 7 (2d4+2)

Speed 5 ft., 30 ft. flight

STR 6 (-2), DEX 17 (+3), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHR 17 (+3)

Skills. Intimidate +7, Stealth +5

Senses. Darkvision 60 ft, passive Perception 11

Magic Resistance. The dream thief has advantage on saving throws against spells and other magical effects.

Innate Spellcasting.  A Dream Thief is capable of some feats of magic.  While not inherently powerful alone, they’re still capable of wreaking havoc with some minor talents.  Charisma is their spellcasting modifier and their save DC is (DC 13)

Drain Sleeper.  Dream Thieves survive off of the energy of sleeping creatures.  When encountering an unconscious/stabilized or sleeping creature, it may lay its hands upon them.  That creature must make a DC 13 Constitution saving throw.  Failure results in one level of exhaustion.  The target cannot be affected by this again for 1d8 hours.

At-Will – Vicious Mockery

1/Day Each – Sleep, False Life, Inflict Wounds, Misty Step, Faerie Fire, Hideous Laughter, Dissonant Whispers

Challenge 1/2 (100 XP)

ACTIONS

Psychic Feeding.  Ranged Spell Attack.  +5 to hit, reach 5 ft., one target.  Hit: 5 (1d4+3) psychic damage.  Targets hit by this attack must make a DC 13 Constitution saving throw.  Failure results in their maximum hit points dropping by the amount of damage they took.  This effect lasts until a Restoration spell is cast upon them.  Taking a long rest grants a new saving throw to shake off the drain.

Numbing Bite.  Melee Weapon Attack. +5 to hit, reach 5 ft., one target.  Hit 9 (1d8+3) poison damage.

Dream Thief Swarm

Medium swam of tiny fey (unseelie), chaotic evil

Armor Class 15

Hit Points 97 (15d8+30)

Speed 5 ft., 30 ft. flight

STR 6 (-2), DEX 20 (+5), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHR 19 (+4)

Skills. Intimidate +7, Stealth +5

Senses. Darkvision 60 ft, passive Perception 11

Magic Resistance. The dream thief has advantage on saving throws against spells and other magical effects.

Innate Spellcasting.  A Dream Thief is capable of some feats of magic.  While not inherently powerful alone, they’re still capable of wreaking havoc with some minor talents.  Charisma is their spellcasting modifier and their save DC is (DC 13)

Drain Sleeper.  Dream Thieves survive off of the energy of sleeping creatures.  When encountering an unconscious/stabilized or sleeping creature, it may lay its hands upon them.  That creature must make a DC 13 Constitution saving throw.  Failure results in one level of exhaustion.  The target cannot be affected by this again for 1d8 hours.

Draining Swarm.  All creatures who start their turn within a swam of dream thieves take 9 (2d8) psychic damage.

At-Will – Vicious Mockery, Misty Step, Inflict Wounds, Sleep, False Life, Dissonant Whispers, Hideous Laughter, Shadow King’s Drain

1/Day Each – Hypnotic Pattern, Ray of Fatigue, Phantasmal Force, Detect Thoughts, Shadow King’s Drain (cast as 3rd level spell)

Challenge 4 (1,100 XP)

ACTIONS

Multiattack.  The Dream Thief Swarm may make 3 attacks; either psychic feeding or numbing bite.

Psychic Feeding.  Melee Spell Attack.  +5 to hit, reach 5 ft., one target.  Hit: 10 (3d4+4) psychic damage.  Targets hit by this attack must make a DC 15 Constitution saving throw.  Failure results in their maximum hit points dropping by the amount of damage they took.  This effect lasts until a Restoration spell is cast upon them.  Taking a long rest grants a new saving throw to shake off the drain.

Numbing Bite.  Melee Weapon Attack. +5 to hit, reach 5 ft., one target.  Hit 15 (2d10+4) poison damage.

Made by Doctor Necrotic, for Doctor Necrotic Media.

IMAGE SOURCE: elves, by youxiandaxia

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2 thoughts on “Dream Thieves – Psychic-Vampire Unseelie Fey for D&D 5th Edition

  1. Pingback: Penumbra, Lord of Nightmares | Daemons & Deathrays

  2. Pingback: Faerie-themed Content Masterlist | Daemons & Deathrays

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