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  SHADOWS  
  AND WHISPERS 
  CHRISTOPHER WILLETT 
  THE SECRETS OF HOUSE DIMIR 
  
   
   
   
  Written by Christopher Willett 
  Shadows and Whispers- The Secrets of House Dimir 
  1 
  Table of Contents 
   
  Foreword ........................................................................................................................................................................................... 2 
  Assets ......................................................................................................................................................................................................... 3 
  Why is the Asset Cooperating?  ...................................................................................................................................... 3 
  Minor Secrets .................................................................................................................................................................. 3 
  Devastating Secrets ......................................................................................................................................................... 4 
  Bane Alley Black Market ......................................................................................................................................................... 4 
  Assassinations ................................................................................................................................................................. 4 
  Poisons ............................................................................................................................................................................ 4 
  Forgery .............................................................................................................................................................................................. 4 
  Disguise ........................................................................................................................................................................... 4 
  Thought Crimes ............................................................................................................................................................... 5 
  Tradecraft ................................................................................................................................................................................ 6 
  Expendable Assets .................................................................................................................................................................. 7 
  Dimir Doppelganger ........................................................................................................................................................ 7 
  Dimir Houseguard ........................................................................................................................................................... 8 
  Dimir Spybug ................................................................................................................................................................... 8 
  Dream Eater .................................................................................................................................................................... 9 
  Nightveil Sprite ................................................................................................................................................................ 8 
   
   
   
   
   
   
  ACKNOWLEDGMENTS: I’D LIKE TO THANK JEREMY FOR BEING MY FIRST BIG FAN.     
  ABOUT THE AUTHOR CHRISTOPHER WILLETT IS A HIGH SCHOOL SOCIAL STUDIES TEACHER AND FACULTY LEADER OF BOARD GAME CLUB. HE IS THE AUTHOR OF HUNTING THE IRON WOLF 
  WHICH CAN BE FOUND ON AMAZON. HE IS ALSO THE AUTHOR OF LIFE AND DECAY, ORIGINAL GANGSTER, AND SHADOWS AND WHISPERS. HE HAS BEEN A RABID DUNGEONS AND DRAGONS 
  FAN SINCE 2002.  
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  Written by Christopher Willett 
  Shadows and Whispers- The Secrets of House Dimir 
  2 
  Foreword 
  While in the past House Dimir’s very existence was unknown by the average citizen of Ravnica, today they 
  operate in the open. However, most people are under the impression that they are a relic of a bygone era. 
  Everyone believes the Dimir are past their prime. This is the image House Dimir has cultivated. They have created 
  a carefully tuned facade in the minds of the average person. Few realize how powerful they really are.  
  On the public face, Dimir is a guild of couriers, investigators, reporters, and archivists, but that’s just a front. 
  When people hire guildless mercenaries to spy, smuggle, steal, or assassinate they usually do not realize they 
  are employing agents of House Dimir. Even their agents may not know who they are working for. Everything is 
  compartmentalized.  
  This book is about finding ways to inject House Dimir into your Ravnica campaign setting. They can make 
  suitable antagonists, or alternatively, one of the players may wish to create a character who is a Dimir 
  operative. If they do, they must keep their true allegiances a secret.  
  If you are going to inject House Dimir into your campaign, you should realize you are creating more than just 
  a hack and slash game of killing monsters. It is now a cold war spy thriller. There are forces at play outside of 
  the view of the players, and clues and secrets that will lead them to the truth: an outsider is trying to take over 
  Ravnica.  
  House Dimir could also fit into other campaign settings. In Waterdeep, the Lords of Waterdeep utilize 
  espionage all the time. It would make sense that there 
  would be a secret guild of spies. In Eberron, the various 
  dragonmarked houses are constantly competing with one 
  another. The Five Nations are currently locked in a cold 
  war, and each employ their own spies. In Ravenloft, 
  House Dimir could be a house of lords and their agents 
  who are loyal to Count Strahd, acting as his eyes and 
  ears.  
  This book includes secrets obtained by Dimir Agents as well as illicit goods that can be purchased from Bane 
  Alley. It is also full of the strange and bizarre monsters who serve the guild of secrets from the shadows.  
  Inspirational Reading and Viewing 
  The following books and movies will help to inspire you to create campaigns filled with paranoia and 
  danger. You may want to add some of the super spy action from Mission Impossible too.  
   
  Books 
  • 
  Agent Zigzag by Ben Macintyre 
  • 
  Casino Royale by Ian Fleming 
  • 
  The Hunt for Red October by Tom Clancy 
  • 
  The Odessa File by Frederick Forsyth 
  • 
  The Official CIA Manual of Trickery and Deception by H. Keith Melton  
  • 
  The Spy Who Came in From the Cold by John le Carre 
  Movies 
  • 
  Argo (2012) 
  • 
  The Lives of Others (2006) 
  • 
  Tinker Tailor Soldier Spy (2011) 
  • 
  Three Days of the Condor (1975) 
  • 
  Red Sparrow (2016) 
  “Who are the agents of the Dimir? No one 
  and everyone.” 
  -Lazav, Dimir guildmaster 
   
  
   
   
   
  3 
  Assets 
  In spycraft, assets are informants who provide 
  information for spies. A character who is a House 
  Dimir agent can have 2 NPC assets they have 
  cultivated all over Ravnica. These assets have no idea 
  that you are an agent of House Dimir. It is important 
  that when working an asset that you give less than 
  you get. The key to manipulating an asset is to have 
  secret information to blackmail them with. The House 
  of Shadows deals in information. A Dimir Agent will 
  know several unsavory secrets about anyone 
  operating in their area. 
   
  d6 Why is the Asset Cooperating 
  1 
  You are blackmailing them. You have 
  information that would ruin their lives.  
  2 
  You are paying them. They’ll tell you anything 
  they know for 1 gp.  
  3 
  They willingly work for you. They think they 
  are doing the right thing.  
  4 
  They think that you’re their friend. You’ve done 
  nice things for them in the past.  
  5 
  The asset is in love with you. Either you have 
  promised them a relationship or you have had 
  a relationship in the past.  
  6 
  The asset is cooperating to help someone they 
  love.  
   
  d6 
  Who is the Asset  
  1 
  A banker.  
  2 
  A local gang member.  
  3 
  A member of another guild.  
  4 
  A shopkeeper.  
  5 
  A medical professional.  
  6 
  A school teacher.  
  7 
  A server at a fancy restaurant.  
  8 
  A street urchin.  
   
  Secrets 
  d10 Minor Secrets 
  1 
  They are cheating on their taxes.  
  2 
  They tell their spouse they are at church, 
  instead they are at the bar.   
  3 
  They have a drinking problem.  
  4 
  They have a gambling problem.  
  5 
  They are receiving bribes from the goblin 
  mafia.  
  6 
  Their spouse is cheating on them.   
  7 
  They are constantly shoplifting. They don’t 
  need the stuff, they are just addicted to the 
  thrill.  
  8 
  They have a secret family. 
  9 
  They hate everyone at their guild and are 
  willing to betray them.  
  10 
  They are dying of a disease. They don’t have 
  any symptoms yet.   
   
  d10 Devastating Secrets 
  1 
  They believe you have incriminating evidence 
  on them. You in fact have no proof of 
  anything.  
  2 
  They are having a scandalous affair.  
  3 
  They were once someone really important 
  until their mind was wiped.  
  4 
  They are secretly working against their guild.  
  5 
  They owe 10,000 gp to the goblin mafia.   
  6 
  They murdered their best friend.  
  7 
  They moved to this part of town, changed 
  their name, and want to start a new life.  
  8 
  They are adopted. They don’t know that.  
  9 
  You have the evidence to free their loved one 
  from prison.  
  10 
  They are a hideous creature who uses 
  glamours to appear beautiful.  
  
   
   
   
  4 
  Bane Alley Black Market 
   
  Illicit Goods and Services 
  Item 
  Cost 
  Thought Crime. Read Mind 
  100 gp 
  Thought Crime. Removing a Memory 
  250 gp 
  Thought Crime. Planting a Memory 
  500 gp 
  Thought Crime. Thought Erasure 
  1,000 gp 
  Assassination. Amateur 
  100 gp 
  Assassination. Professional 
  1,000 gp 
  Assassinate. Poisoning  
  500 gp 
  Poison. Suggestive Serum 
  150 gp  
  Poison. Madness Mist 
  300 gp 
  Forgery.  
  100 gp 
  Disguise 
  150 gp 
  Assassinations 
  Sometimes you just need someone to die. At the 
  Bane Alley Black Market, it is easy to find sharp 
  knives and bold rogues to wield them.  
  Amateur. A Bandit (See MM) is dispatched to hunt 
  down and try to kill your target. They will try to 
  follow them and strike at the best opportunity down a 
  dark alley. It is up to the DM to determine whether 
  they were successful.  
  Professional. An Assassin (See MM) is dispatched 
  to hunt down and try to kill your target. Since they 
  have a CR of 8, they are more likely to kill their 
  target.  
  Poisoning. An Assassin (see MM) is dispatched to 
  poison the target using the cocktail of your choice. 
  They will try to mix it into their drink, or hit them with 
  a poisonous dart. Their success depends on how many 
  precautions your target takes against poison (poison 
  tasters for example). 
  Poisons 
  There are several “tea” shops or “spice” stands that 
  also offer more nefarious offerings.  
  Suggestive Serum (Ingested) 
  Adventuring Gear, Poison 
  150 gp 
  A creature subjected to this poison must succeed on 
  a DC 11 Constitution saving throw or become 
  poisoned for 1 hour. The poisoned creature is easily 
  influenced, as if under the effect of a suggestion spell. 
  Madness Mist (Inhaled) 
  Adventuring Gear, Poison 
  300 gp 
  A creature subjected to this poison must succeed on a 
  DC 15 Constitution saving throw or become poisoned 
  for 1d4 hours. The poisoned creature becomes 
  temporarily mad. (roll on Short-Term Madness chart 
  found in DMG).  
  Forgery 
  A cobbler is a skilled artisan can make you forged 
  documents, identification papers, guild sigils, even 
  forged artwork that can pass all but the most expert 
  inspections.  
  Disguise 
  A House Dimir mage will use advanced magic to 
  change your appearance. You can look just like 
  anyone for a fee. Anyone inspecting your superb 
  disguise needs to succeed on a DC 15 Intelligence 
  (Investigation) check.  
   
   
   
  “Every guild dreads infiltration. I should 
  know—I’ve been a member of all of them.” 
  -Lazav 
   
  
   
   
   
  Written by Christopher Willett 
  Shadows and Whispers- The Secrets of House Dimir 
  5 
   
  Thought Crimes 
  Agents of House Dimir often manipulate the 
  memories of others. They can erase specific memories, 
  add new ones, or even steal them. House Dimir agents 
  offers these services to those willing to pay. When 
  procuring these services, the request is made, and the 
  Dimir Agent will contact you within 48 hours about 
  how successful they were.  
  A popular method used by House Dimir is to steal 
  a precious memory and hold it ransom. Sometimes the 
  victim can purchase their memory back, usually the 
  price involves information.  
  Read Mind. The Dimir Agent will attempt to 
  probe the target’s mental defenses. The target must 
  make three DC 14 Intelligence saving throws. You 
  learn a key memory based on the number of failed 
  saving throws.  
  Failures 
  Key Memory in the Past... 
  1 
  12 hours 
  2 
  24 hours 
  3 
  48 hours 
   
  With one failed saving throw, you learn the 
  target’s key memories from the past 12 hours. With 
  two failed saving throws, you learn its key memories 
  from the past 24 hours. With five failed saving 
  throws, you learn its key memories from the past 48 
  hours.  
  Planting a Memory. The Dimir Agent will attempt 
  to plant whatever idea or memory you want in the 
  mind of your target. It can be trivial or personality-
  defining (such as “I hate magic and will never use it” 
  or “Dr. Thresh P. Mono is my friend”). The target must 
  make three DC 14 Wisdom saving throws. The 
  duration of the false memory is based on the number 
  of failed saving throws.  
  Failures 
  Duration of False Memory 
  1 
  12 hours 
  2 
  24 hours 
  3 
  48 hours 
  Removing a Memory. The Dimir Agent will 
  attempt to wipe a specific memory from the mind of 
  your target. It can be trivial or personality-defining. 
  The target must make three DC 14 Wisdom saving 
  throws. The duration of the removal is based on the 
  number of failed saving throws.  
   
  Failures 
  Duration of Lost Memory 
  1 
  12 hours 
  2 
  24 hours 
  3 
  48 hours 
  Thought Erasure. The Dimir Agent will attempt to 
  steal a specific memory from the mind of your target 
  and return it to you. You can then ransom it back to 
  the target for a fee or favor or simply destroy it. The 
  target must make a DC 15 Intelligence saving throw. 
  On a failure, their memory is stolen and they cannot 
  recall it.   
   
   
   
  “Memory is such a precious and fickle thing. 
  We depend on it, even though it is wholly 
  undependable.” 
   
  
   
   
   
  6 
  Tradecraft 
  Blackmail. Blackmail works best on people who are 
  essentially good. If they have made a mistake they 
  regret, it’s easy to make them regret it more.  
  Bribery. The key to espionage is to get more than you 
  give. Bribery is tricky. You can’t comparison shop for 
  prices, and there’s no return policy for bad 
  information.  
  Cobblers. These are people who create fake 
  passports, visas, identification papers, and other 
  credentials.  
  Cover IDs. Some cover IDs are about blending in, 
  others are about getting attention. It all depends on 
  whether you want to fool them or impress them.  
  Dead Drop. To deliver your illicit goods to your client 
  choose a neutral receptacle. This could be the hollow 
  of a tree, a bookshelf in a library, a trashcan, or a 
  mailbox. Deposit the goods and leave. The target 
  picks up the goods and leaves.  
  Double Agents. The key to turning someone into a 
  double agent is ensuring they are in a fragile 
  psychological state. The target needs to believe 
  betraying their friends is their only key to survival. 
  The more secretive and ruthless their side is, the 
  better. Work on their fear that any hint of disloyalty 
  will have them killed by their own people.  
  Fear. Fear is your friend, just be careful not to push 
  the target too far. Their paranoia will make them 
  erratic and dangerous.  
  Hiding. A good hiding place is hard to find but easy 
  to access. Hiding something in a sewer drain is hard 
  to find and hard to access. Sock drawer is easy to 
  find and easy to access. Hidden holes where no one 
  will look are hard to find and easy to access.  
  Interrogation. The key to interrogating a target is to 
  put them in a weakened psychological state. Put them 
  off balance. Drag them somewhere hidden and 
  unfamiliar.  
  Kidnappers. Kidnapping is a business transaction. 
  They have negotiating power since they are selling 
  the life of a loved one. However, remember that it is 
  a very limited market. They must work with you. One 
  strategy is to let them think you are willing to walk 
  away.   
  Kidnapping. When you need to take a valuable 
  hostage, corrupt employees are key. With a bribe to 
  the wrong person you can bypass any security.  
  Listening Devices. If you find a listening device 
  planted in your domicile, the last thing you should do 
  is turn it off. Find out who it belongs to and start 
  giving them false information.  
  Nursemaid. Some guilds are so concerned about 
  defectors that they use their own agents to watch 
  over their own people.  
  Other Operatives. Assume any other spy or assassin 
  is at least as good as you are, if not better. If you 
  could have cut through your bonds in an hour, so have 
  they.    
  Playback. You can give false information in the hopes 
  of receiving accurate information. The risk is that your 
  partner may be doing the same to you.  
  Pocket Litter. If you are going to maintain a cover, 
  add tiny details to add authenticity. Coins, receipts, 
  and theater tickets are all good examples.  
  Stealing Secrets. It is often better to steal secrets than 
  pay for them. It is more cost effective.  
  Torture. Pain implied is pain applied. What the 
  target thinks you’re about to do to them is more 
  effective than anything you could do to them.  
  Vulnerabilities. Every facility’s biggest vulnerability 
  are the people at the bottom. No one pays attention 
  to janitors. Most places will hire a window washer 
  after just a 20-minute interview. Even better if you 
  can steal a uniform and look like you belong there.  
   
   
   
  
   
   
   
  7 
  Expendable Assets 
  Dimir Doppelganger 
  The Dimir doppelganger is a terrifying predator. It 
  moves through society unseen, until it comes upon its 
  target. Fortunately, there are very few of these 
  creatures loose on the streets of Ravnica, and they 
  are all loyal to Lazav, the mysterious guildmaster of 
  House Dimir. He deploys them like chess pieces in his 
  intricate schemes. Anyone could be a doppelganger. 
  The friendly tavern keeper from the first adventure, 
  the local lord, or any other number of random NPCs. 
  No one can be trusted.  
   
   
   
   
  Using Doppelgangers 
  Replace one of the players. In one of my campaigns, the heroes 
  were investigating a doppelganger who was pretending to be 
  the rogue. Then the imposter joined the party while the rogue 
  was away. I spoke with the player, and he was in on it. He 
  played as the doppelganger until he tried to assassinate the 
  king, revealing his true form. Then the actual rogue showed up.  
  One of the players leaves. Sometimes we have players who 
  drop out of the campaign. Instead of having his character pack 
  up and leave or die, have him replaced by a doppelganger. Have 
  his character become an NPC (just to balance the party out). 
  Then when it is most amusing, it attacks the party.  
  DIMIR DOPPELGANGER 
  Medium monstrosity (shapechanger), neutral 
  Armor Class 14  
  Hit Points 187 (25d8+75) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  14 (+2) 20 (+5) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 
  Skills Deception +6 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common  
  Challenge 8 (3,900 XP) 
  Ambusher. In the first round of combat, the doppelganger 
  has advantage on attack rolls against any creature it 
  surprised.  
  Shapechanger. The doppelganger can use its action to 
  polymorph into a Small or Medium humanoid it has seen, 
  or back into its true form. Its statistics, other than its size, 
  are the same in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form if it dies.  
  Surprise Attack. If the doppelganger surprises a creature 
  and hits it with an attack during the first round of combat, 
  the target takes an extra 10 (3d6) damage from the attack. 
  Telepathic Shroud. The Doppelganger is immune to any 
  effect that would sense its emotions or read its thoughts, 
  as well as all divination spells. 
  ACTIONS 
  Multiattack. The doppelganger makes two attacks with its 
  slam.  
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target, Hit: 5 (1d6 + 2) bludgeoning damage. 
  Consume Identity: A doppelganger who consumes the 
  brain of a victim absorbs the mind, memories, and 
  personality of that victim. After consuming a victim’s 
  identity, the doppelganger can assume the victim’s form 
  with 100% accuracy and possess the victim’s memories, 
  abilities, and alignment.  
  A doppelganger can consume up to three identities, if it 
  tries to consume a fourth, it must make a DC 14 Wisdom 
  saving throw. On a failure, it permanently loses an identity 
  at random. A doppelganger can only access detailed 
  memories and the abilities of one of its identities when it is 
  in that identities shape.  
   
  “Fear not. Your life will not go unlived.” 
   
  
   
   
   
  Written by Christopher Willett 
  Shadows and Whispers- The Secrets of House Dimir 
  8 
  Dimir Houseguard 
  The necrosages of Duskmantle utilize special 
  skeleton guardians to protect their safe houses, guild 
  hall, and other important holdings. The houseguards 
  only turn their frightful presence on trespassers.  
  Creating houseguards. Any member of House 
  Dimir who can cast create undead can create their own 
  Dimir houseguard. You can choose to create Dimir 
  Houseguards instead of ghouls.   
  Dimir Spybug 
  These tiny constructed flies zip all over Ravnica 
  reporting back what they overheard to their masters. 
  They literally are the fly on the wall. They are very 
  simple creatures who cannot receive complex orders. 
  They are not usually dangerous, but sometimes, Dimir 
  agents will coat their stingers in deadly poison.  
   
  Dimir Spybug 
  Wondrous Item, Rare 
  A Dimir Spybug is small enough to fit in a pocket. 
  If you use an action to throw the figurine in the air it 
  animates and flies around. The Spybug activates for 
  2 hours then returns to its master’s pocket to report 
  what it has overheard. Once it has reported it falls 
  inert. Once it has been used, it can’t be used against 
  until 7 days have passed.  
  Dream Eater  
  House Dimir maintains several strange and 
  terrifying creatures that live in the shadows. The 
  dream eater is one of these horrors. Perhaps it was a 
  normal sphinx once, now it is a twisted and corrupt 
  nightmare. While most sphinxes are obsessed with 
  learning secrets and esoteric knowledge. The dream 
  eater consumes dreams, which leaves the dreamer a 
  broken babbling madman.  
  Dream eaters are found in the deepest Dimir 
  enclaves, they rarely travel in the open. They can only 
  be seen flying on gloomy moonless nights.  
   
   
  DIMIR HOUSEGUARD 
  Medium undead, lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 65 (10d8+20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  7 (-2) 
  14 (+2) 15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage immunities poison 
  Condition immunities poisoned, exhaustion 
  Saving Throws Dex +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it spoke in life but 
  can’t speak 
  Challenge 1 (200 XP) 
  ACTIONS 
  Multiattack. The Dimir houseguard makes two attacks with 
  its scimitar.  
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target, Hit: 5 (1d6 + 2) slashing damage and 4 (1d6) 
  necrotic damage. 
  Frightful Presence. Each creature of the houseguard’s 
  choice that is within 120 feet of the skeleton and aware of it 
  must succeed on a DC 12 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. If a creature’s saving throw is 
  successful or the effects ends for it, the creature is immune 
  to the houseguard’s Frightful Presence for the next 24 
  hours.  
  DIMIR SPYBUG 
  Tiny construct, unaligned 
  Armor Class 15 (natural) 
  Hit Points 10 (4d4) 
  Speed 30 ft. Fly 50 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  4 (-3) 
  16 (+3) 10 (+0) 
  2 (-4) 
  10 (+0) 
  1 (-5) 
  Skills Stealth +6,  
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands common 
  Challenge 0 (0 XP) 
  Record Conversation. The Dimir Spybug records any 
  conversations heard within 30 ft. of it. It can then playback 
  those conversations.  
  ACTIONS 
  Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target, Hit: 5 (1d4 + 3) piercing damage. 
  
   
   
   
  Written by Christopher Willett 
  Shadows and Whispers- The Secrets of House Dimir 
  9 
   
   
  DREAM EATER 
  Large monstrosity, lawful evil 
  Armor Class 17 (natural armor) 
  Hit Points 199 (19d10 + 95) 
  Speed 40 ft., fly 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  23 (+6) 10 (+0) 20 (+5) 22 (+6) 18 (+4) 16 (+3) 
  Saving Throws Dex +6, Con +11, Int +12, Wis + 10 
  Skills Arcana +12, Perception +10 
  Damage Immunities psychic, bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Condition Immunities charmed, frightened 
  Senses truesight 120 ft., passive Perception 20 
  Languages Common 
  Challenge 17 (18,000 XP) 
   
  Inscrutable. The dream eater is immune to any effect that 
  would sense its emotions or read its thoughts, as well as any  
  divination spell that it refuses. Wisdom (insight) checks made to 
  ascertain the sphinx’s intentions or sincerity have disadvantage.  
  Magical Weapons. The dream eater‘s weapon attacks are 
  magical. 
  Spellcasting. The sphinx is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (Spell save DC 20, +12 to hit 
  with spell attacks). It requires no material components to cast  
  its spells. The sphinx has the following wizard spells prepared:  
  Cantrips (at will) Encode Thoughts, Toll the Dead*, 
  Prestidigitation 
  1st level (4 slots) Cause Fear*, Command, Fog Cloud, Witch 
  Bolt 
  2nd level (3 slots) Crown of Madness, Detect Thoughts, Zone of 
  Truth 
  3rd level (3 slots) Counterspell, Dispel Magic, Gaseous Form 
  4th level (3 slots) Confusion, Phantasmal Killer, Summon 
  Greater Demon* 
  5th level (2 slots) Cloudkill, Mislead 
  6th level (1 slot) Disintegrate 
  *Xanathar’s Guide to Everything 
  ACTIONS 
  Multiattack. The dream eater makes two claw attacks. 
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target, 
  Hit: 17 (2d10 + 6) slashing damage 
   
  Roar (3/day). The dream eater emits a magical roar. Each time 
  it roars before finishing a long rest, the roar is louder and the 
  effect is different, as detailed below. Each creature within 500 
  feet of the sphinx and able to hear the roar must make a saving 
  throw.  
  First Roar. Each creature that fails a DC 18 Wisdom saving 
  throw is afflicted with short-term madness. 
  Second Roar. Each creature that fails a DC 18 Wisdom saving 
  throw is afflicted with long-term madness . 
  Third Roar. Each creature that fails a DC 18 Wisdom saving 
  throw is afflicted with indefinite madness and the madness of 
  dimir and gains a new character flaw from those tables until 
  cured. 
  LEGENDARY ACTIONS 
  The dream eater can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The dream 
  eater regains spent legendary actions at the start of its turn.  
  Claw Attack. The dream eater makes one claw attack.  
  Teleport (Costs 2 Actions). The dream eater magically 
  teleports, along with any equipment it is wearing or carrying, up 
  to 120 feet to an unoccupied space it can see.  
  Cast a spell (Costs 3 Actions). The dream eater casts a spell 
  from its list of prepared spells using a spell slot as normal.  
  MADNESS OF DIMIR 
  If a creature goes mad because of the dream eater, roll on the 
  Madness of Dimir table to determine the nature of the madness, 
  which is a character flaw that lasts until cured.  
  Madness of Dimir 
  D100 
  Flaw (Lasts until Cured) 
  01-20 
  I convince myself of various conspiracy theories, 
  even in the face of overwhelming evidence.  
  21-40 
  I am filled with the fear that someone is out to get 
  me. It could be anyone, I can trust no one.  
  41-60 
  I am hearing voices, they whisper their secrets to 
  me. How long can I withstand their commands? I 
  am terrified I might hurt someone.  
  61-80 
  Who cares anymore? I am so overcome with 
  apathy.  
  81-90 
  I believe the gods have chosen me for something 
  greater! I see omens and portents in the most 
  meaningless event.  
  91-00 
  Everyone around me are ants. I am the greatest 
  that there ever has been and ever will. These 
  peasants should bow down before me.  
   
   
  
   
   
   
  Written by Christopher Willett 
  Shadows and Whispers- The Secrets of House Dimir 
  10 
  Nightveil Sprite 
  These little sprites are deadly assassins. They are 
  small and go easily unnoticed. They are skilled at 
  sneaking in to the most secured locations and 
  delivering a deadly dose of poison. They often coat 
  their tiny needlelike swords and arrows in deadly 
  venom.  
   
  NIGHTVEIL SPRITE 
  Tiny fey, neutral evil 
  Armor Class 16 (studded leather) 
  Hit Points 2 (1d4) 
  Speed 10 ft., fly 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  3 (-4) 
  18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) 
  Skills Perception +3, Stealth +8 
  Senses passive Perception 11 
  Languages Common, Thieves’ Cant, Sylvan 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target, Hit: 1 slashing damage. 
  Shortbow. Ranged Weapon Attack: +6 to hit, range 
  40/160 ft., one target, Hit: 1 piercing damage. 
  Pouch full of Madness Mist (1/day). Ranged Weapon 
  Attack: +6 to hit, range 20 ft. one target, Hit: the target 
  must succeed on a DC 15 Constitution saving throw or 
  become poisoned for 1d4 hours. The poisoned creature 
  becomes temporarily mad. (roll on Short-Term Madness 
  chart found in DMG).  
  Invisibility. The sprite magically turns invisible until it 
  attacks or casts a spell, or until its concentration ends (as if 
  concentrating on a spell). Any equipment the sprite wears 
  or carries is invisible with it.  
   
  “We’re on the fortieth floor, with one 
  window, no balcony. No one could possibly get 
  in.”  
  -Minosz, Orzhov chief of security 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Christopher Willett/Shadows and Whispers - The Secrets of House Dimir.pdf