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
Diabolo from our old pal Phil Masters is a slightly tougher kobold, with magic-user abilities. As the kobolds have been adept sorcerers since 3rd Edition first arrived, these are a bit redundant. Not this time, Phil.


 

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

Tiny aberration, chaotic evil

Armour Class 6

Hit Points 2 (1d4)

Speed 0 ft


STR

DEX

CON

INT

WIS

CHA

1 (-5)

12 (-4)

10 (+0)

16 (+3)

14 (+2)

16 (+3)


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

Languages all (telepathy 120 ft.)

Challenge 1/4 (50 XP)

 

ACTIONS

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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