Dreerie (5e Creature)

From D&D Wiki

Jump to: navigation, search


Small monstrosity, unaligned

Armor Class 13 (natural armor)
Hit Points 17 (5d6)
Speed 20 ft., fly 20 ft. (hover)

6 (-2) 12 (+1) 10 (+0) 6 (-2) 9 (-1) 14 (+2)

Proficiency Bonus +2
Senses passive Perception 9
Challenge 1/2 (100 XP)

Innate Spellcasting. The dreerie's spellcasting ability is Charisma (spell save DC 12). The dreerie can innately cast the spell dream at will, requiring no material components.


Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.

Sleep Sand. One creature within 15 feet of the dreerie must succeed on a DC 14 Constitution saving throw or fall unconscious until the sleeper takes damage, someone uses an action to shake or slap the sleeper awake, or the dreerie targets another creature with this action. After awakening, the creature is immune to the dreerie's Sleep Sand for 24 hours.

Art by Jonathan Wojcik

This gas-filled drifter feeds on little more than insects, airborne particles, light and the occasional bird or bat, and would be harmless if not for its natural drive to wield its psychoweaponry. Its huge, bulbous head houses surprisingly little functioning brain, most of its cerebral tissues modified into a cognotransmission system and a network of sacs in which its specialized microscopic parasites are manufactured from its own cells. Unleashed as a sparkling, colorful cloud of powder, these invade the nervous systems of compatible subjects, induce an instantaneous sleep state and establish two-way communication with their parent dreerie, allowing the monster full access to the host's thoughts and memories. Victims experience this attack as a strange and vivid dream varying in subject matter, but always bleak and somber in tone, with the dreerie itself presiding sluggishly over the gloomy scenery and pointless events. Losing themselves to the drab and pessimistic atmosphere, few creatures muster the emotional willpower required to recognize the danger and fight back against the monster.
Seeking densely populated areas, the typical feral dreerie is content to float leisurely over rooftops, dust homes through open windows or ventilation systems, wait for residents to sleep of their own volition, and enjoy a few harmless moments of dream-drifting that the subjects will rarely recall upon awakening. A more aggressive individual, however, may single out a particularly vulnerable, isolated target to plunge into an indefinite coma, reveling in the highs of their dreaming mind until the subject dehydrates or starves in its sleep.
Though cerebral "hacking" offers no biological benefit to the dreerie, it experiences physiological withdrawal symptoms after seven to ten days without probing another mind, losing its own mind as its body pales and desiccates. The effect is superficially comparable to accelerated aging, each "dream drift" rejuvenating the monster with a surge of reward hormones.

(0 votes)

Back to Main Page5e HomebrewCreatures

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Mortasheen franchise, and/or include content directly affiliated with and/or owned by Jonathan Wojcik. D&D Wiki neither claims nor implies any rights to Mortasheen copyrights, trademarks, or logos, nor any owned by Jonathan Wojcik. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!