Fiend Factory 5E. White Dwarf 47: The Trist
Issue 47 The Trist
This was the first issue of White Dwarf that I bought (having read earlier issues from about 40 onwards that were owned by my friends). And so it holds a special place in my heart, especially for the pretty cool Bushido scenario Kwaidan. The Fiend Factory is titled “Mini Monsters”, sub-heading “Tiny Terrors to cause Trials and Tribulations”. It’s a collection of monsters only loosely linked by being small sized.
The Trollkin, from Dan Lukacinsky, are described as a
cross between brownie and troll. What is it with brownie crossbreeds? As I
recall the Micemen of One Eye Canyon were a brownie-orc cross. And I also seem
to recall that the brownie itself is a Halfling-pixie cross.
Not the trollkin of RuneQuest, these are quite interesting in their own way, with regeneration, an affinity for woodland creatures, the ability to turn invisible and to summon lightning. Some also gain character classes. I love the detail that they are fond of cheese, and also the very specific (and very 1st Edition) note that 55% of their dagger are magical. Not 50%. Not 60%. No, 55%.
Dale Hueber’s Krowks I rather like – fiendish crows
with spell-like abilities, a 4-foot wingspan and a fondness for eyeballs. I
don’t think, by this point though, that they’re too different from many of the
other creatures that I’ve statted.
The Gromit from John Smart is a fun little oddity, a
three legged ball-like creature with whip-like head tentacles. But really it
comes down to a series of attacks and not much else in the way of abilities. A
cute low-level monster though. I think John is the only contributor in this
issue not to have any previous entries to the Factory.
And so I decided on John R Gordon’s Trist, a rootlike disembodied head of pure evil. I used one of these as the propellant for a scenario, so I know that they can work really well as a sinister protagonist. And the utterly fragile nature of it is also part of the fun.
Trist |
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Tiny aberration, chaotic evil |
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Armour Class 6 Hit Points 2
(1d4) Speed 0 ft |
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Proficiency Bonus +2 Saving Throws Int
+5, Wis +4, Con +5 Skills Deception +5, Insight +4,
Intimidation +5, Persuasion +5 Damage Immunities psychic Condition Immunities charmed, frightened, prone Senses passive Perception 12 |
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Languages all
(telepathy 120 ft.) |
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Challenge 1/4
(50 XP) |
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ACTIONS |
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Charm.
The trist can charm one creature within 60 feet that it can sense with its
telepathy. The target must make a DC 15 Wisdom saving throw or become
enthralled to the trist. A charmed target is telepathically connected to the
trist, with no maximum range as long as it and the trist remain on the same
plane of existence. It obeys the trist’s mental commands without question. A charmed creature can make a second saving throw after 24
hours, but if this fails it remains charmed until the trist is destroyed. A
trist can have a maximum of three charmed targets at any time, and can
release the charm from one of its thralls at any time it chooses. |
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