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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9277602" data-attributes="member: 6915329"><p>I apologize in advance, but I had to make this next monster <em>less </em>cool, because I honestly don’t know how to stat them up as written. They’re the <strong>trelon</strong>, and their shtick is that they have the ability to choose whether they exist or not. They don’t exist, a creature shows up, <em>bam! </em>they exist. Then they attack, eat their prey, and stop existing again.</p><p></p><p>The limited amount of information I found on them online doesn’t mention this ability, so I have to imagine that it’s a Planescapian interpretation of the game’s sprites being coded so that the trelons simply appeared and disappeared instead of fading into the scene or crawling out of the ground or something else “realistic.”</p><p></p><p>You have to admit, this is a <em>really cool </em>idea for a setting where belief actually shapes reality and thoughts can come alive: a creature that can believe itself in and out of existence, even though at times, it doesn’t actually exist and, logically, therefore couldn’t believe itself to exist again! But as I said, I have no idea how to stat that, so I just gave them Ethereal Jaunt. Sorry.</p><p></p><p>[ATTACH=full]348698[/ATTACH]</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px">Trelon</span></span></strong></p><p>Dragon’s Bestiary, Dragon Magazine #262</p><p>Creature by Chris Avellone; art by Eric Campanella</p><p></p><p>It is said that trelons were created to hunt magic-users, although whether they were created by mortals or by the gods is unknown. These creatures have a roundish body dominated by a wide mouth, a pair of mandibles, and huge, glowing eyes. From the top of their body emerge two limbs, each of which ends in a huge blade, not unlike the claws of a praying mantis.</p><p></p><p>Trelons are said to be hive-minded; they certainly can communicate with each other through both vocal and telepathic means, but it’s unclear as to how much of a mind they actually share with one another.</p><p></p><p><strong><em>Here/Not Here. </em></strong>Trelons lair in shadowy places and spend much of their time hibernating in a hazy space between the Material Plane and the Ethereal Plane. They only emerge from this state when they sense the presence of magic nearby. Then, they appear as if from thin air—those who survive their attacks describe the encounter as if the trelon simply came into existence right next to them.</p><p></p><p><strong><em>Mage-Haters. </em></strong>Trelons are nearly blinded by their hatred of magic. When they sense magic nearby, they will appear and attack the user en masse, paying minimal attention to non-magical creatures nearby. They can see through illusions and are resistant or outright immune to the effects of many spells, making their targets nearly helpless against them. When they succeed on seriously wounding or killing a caster, the entire group of trelons will gather around to devour the victim, often very messily. Trelons care nothing for treasure, although their lairs are often littered with coins and other objects from previous victims. Magic items, however, are always destroyed to the best of the trelon’s abilities. If they come across an item they can’t destroy, they will leave it where it is and move their lair elsewhere.</p><p></p><p><strong><em>No Trelon Left Behind. </em></strong>Like with many monstrous beings, the parts of a trelon are in high demand by crafters and casters alike. Their talons are well-suited to being turned into swords and arrowheads and when enchanted, always seem to be more damaging to spellcasters—rumors say weapons made out of trelon talons will even twist in their wielder’s hands and strike at casters instead of their intended target. Even their blood is favored for making poisons who are especially harmful to magical beings.</p><p></p><p>However, there are nearly as many rumors that claim that trelons <em>always</em> seek revenge against those who have taken their body parts, even if just as trophies, and that wizards who have tried to use trelon parts as components for spells not only have their spells fail catastrophically, but summon swarms of trelon for revenge.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>subarctic, temperate; the Bleak Gate, cavern, Ethereal Plane, forest, hill</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Legends and Lore</span></span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Trelons live in darkness and strongly dislike any light brighter than a torch</p><p></p><p><strong>DC 15.</strong> Trelons always attack magic-users first and will converge on them.</p><p></p><p><strong>DC 20.</strong> Trelons can see through illusions and invisibility them; and not only that, they seem to hate that sort of magic, and any magic that relies on shadow or light, and will target any caster who uses spells such as that. They can communicate telepathically and will call for any reinforcements should they detect such magic.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Trelon Encounters</span></span></strong></p><p><strong>Challenge Rating 5-10</strong> trelon</p><p></p><p><strong>Challenge Rating 11-16</strong> 2 trelons</p><p><strong><em>Treasure: </em></strong>1,900 gp, 7,000 sp, sapphire (1,000 gp), black pearl nose ring (750 gp), vial of faerie dragon euphoria gas, bronze incense burner (250 gp)</p><p></p><p><strong>Challenge Rating 17-22</strong> 3 trelons</p><p><strong><em>Treasure: </em></strong>6,050 gp, aquamarine and 4 topazes (500 gp each), peridot ring carved with a family crest (750 gp), fine mithral-inlaid lute (2,500 gp), platinum chain bracelet (750 gp), treasure map which leads to the discovery of a 3rd-level rare spell, purple worm poison</p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. Broken magic items</p><p>2. A cold, ethereal mist</p><p>3. The sound of clicking and chittering</p><p>4. Gouges and scrapes in the rock walls and floor</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-2. Chasing after a spellcaster</p><p>3-4. Lurking ethereally; will attack if there are any casters in the party</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Trelon</span></span></strong></p><p><strong>Large aberration; Challenge 6 (2,300 XP)</strong></p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 104 (11d10+44)</p><p><strong>Speed</strong> 30 ft.<strong></strong></p><p><strong></strong></p><p><strong>STR</strong> 21 (+5) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 19 (+4)</p><p><strong>INT</strong> 9 (-1) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 9 (-1)</p><p></p><p><strong>Proficiency</strong> +3; <strong>Maneuver DC</strong> 16</p><p><strong>Saving Throws</strong> Dex +6, Wis +5, Cha +2</p><p><strong>Skills</strong> Arcana +2, Perception +5, Stealth +6 (+1d6)</p><p><strong>Damage Resistances</strong> damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> charmed, frightened, paralyzed, petrified, strife</p><p><strong>Senses</strong> truesight 60 ft., passive Perception 15</p><p><strong>Languages</strong> Trelon</p><p></p><p><strong><em>Fear of Light. </em></strong>When the trelon takes fire or radiant damage, it is rattled until the end of its next turn.</p><p></p><p><strong><em>Limited Telepathy. </em></strong>The trelon can telepathically communicate with other trelons with a range of 1 mile.</p><p></p><p><strong><em>Magic Resistance. </em></strong>The trelon has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><em>Pack Tactics. </em></strong>The trelon has advantage on attack rolls against a creature if at least one of the trelon’s allies is within 5 feet of the creature and not incapacitated.</p><p></p><p><strong><em>Sense Magic. </em></strong>The trelon can pinpoint the location of a spell being cast within 300 feet of it.</p><p></p><p><strong><em>Sunlight Sensitivity. </em></strong>While in sunlight, the trelon has disadvantage on attack rolls, as well as on Perception checks that rely on sight.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Multiattack.</em></strong> The trelon makes three attacks: one with its bite and two with its swordarms.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>11 (2d4+6) piercing damage</p><p></p><p><strong><em>Swordarm. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>13 (2d6+6) slashing damage.</p><p></p><p><strong><u><span style="font-size: 18px">Bonus Actions</span></u></strong></p><p><strong><em>Reality Jaunt. </em></strong>As long as the trelon is in dim light or darkness, it magically shifts from the Material Plane to a shadowy, featureless demiplane or vice versa. Another creature can’t follow the trelon to this demiplane. If within melee range of an enemy, it makes a swordarm attack with advantage.</p><p></p><p><strong><u><span style="font-size: 18px">Reactions</span></u></strong></p><p><strong><em>Reactive Slash. </em></strong>If the trelon takes damage from a melee attack made by a creature it can see, it makes a swordarm attack against the creature.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Combat</span></span></strong></p><p>Trelons phase into the Material Plane close to their targets and attack. They focus their attacks on known casters, only changing targets when that creature is dead, another caster reveals itself, or they take radiant damage from a different creature. They retreat into the Ethereal when bloodied.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9277602, member: 6915329"] I apologize in advance, but I had to make this next monster [I]less [/I]cool, because I honestly don’t know how to stat them up as written. They’re the [B]trelon[/B], and their shtick is that they have the ability to choose whether they exist or not. They don’t exist, a creature shows up, [I]bam! [/I]they exist. Then they attack, eat their prey, and stop existing again. The limited amount of information I found on them online doesn’t mention this ability, so I have to imagine that it’s a Planescapian interpretation of the game’s sprites being coded so that the trelons simply appeared and disappeared instead of fading into the scene or crawling out of the ground or something else “realistic.” You have to admit, this is a [I]really cool [/I]idea for a setting where belief actually shapes reality and thoughts can come alive: a creature that can believe itself in and out of existence, even though at times, it doesn’t actually exist and, logically, therefore couldn’t believe itself to exist again! But as I said, I have no idea how to stat that, so I just gave them Ethereal Jaunt. Sorry. [ATTACH type="full"]348698[/ATTACH] [B][COLOR=rgb(41, 105, 176)][SIZE=6]Trelon[/SIZE][/COLOR][/B] Dragon’s Bestiary, Dragon Magazine #262 Creature by Chris Avellone; art by Eric Campanella It is said that trelons were created to hunt magic-users, although whether they were created by mortals or by the gods is unknown. These creatures have a roundish body dominated by a wide mouth, a pair of mandibles, and huge, glowing eyes. From the top of their body emerge two limbs, each of which ends in a huge blade, not unlike the claws of a praying mantis. Trelons are said to be hive-minded; they certainly can communicate with each other through both vocal and telepathic means, but it’s unclear as to how much of a mind they actually share with one another. [B][I]Here/Not Here. [/I][/B]Trelons lair in shadowy places and spend much of their time hibernating in a hazy space between the Material Plane and the Ethereal Plane. They only emerge from this state when they sense the presence of magic nearby. Then, they appear as if from thin air—those who survive their attacks describe the encounter as if the trelon simply came into existence right next to them. [B][I]Mage-Haters. [/I][/B]Trelons are nearly blinded by their hatred of magic. When they sense magic nearby, they will appear and attack the user en masse, paying minimal attention to non-magical creatures nearby. They can see through illusions and are resistant or outright immune to the effects of many spells, making their targets nearly helpless against them. When they succeed on seriously wounding or killing a caster, the entire group of trelons will gather around to devour the victim, often very messily. Trelons care nothing for treasure, although their lairs are often littered with coins and other objects from previous victims. Magic items, however, are always destroyed to the best of the trelon’s abilities. If they come across an item they can’t destroy, they will leave it where it is and move their lair elsewhere. [B][I]No Trelon Left Behind. [/I][/B]Like with many monstrous beings, the parts of a trelon are in high demand by crafters and casters alike. Their talons are well-suited to being turned into swords and arrowheads and when enchanted, always seem to be more damaging to spellcasters—rumors say weapons made out of trelon talons will even twist in their wielder’s hands and strike at casters instead of their intended target. Even their blood is favored for making poisons who are especially harmful to magical beings. However, there are nearly as many rumors that claim that trelons [I]always[/I] seek revenge against those who have taken their body parts, even if just as trophies, and that wizards who have tried to use trelon parts as components for spells not only have their spells fail catastrophically, but summon swarms of trelon for revenge. [B][I]Climate/Terrain: [/I][/B]subarctic, temperate; the Bleak Gate, cavern, Ethereal Plane, forest, hill [B][COLOR=rgb(41, 105, 176)][SIZE=5]Legends and Lore[/SIZE][/COLOR][/B] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] Trelons live in darkness and strongly dislike any light brighter than a torch [B]DC 15.[/B] Trelons always attack magic-users first and will converge on them. [B]DC 20.[/B] Trelons can see through illusions and invisibility them; and not only that, they seem to hate that sort of magic, and any magic that relies on shadow or light, and will target any caster who uses spells such as that. They can communicate telepathically and will call for any reinforcements should they detect such magic. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Trelon Encounters[/SIZE][/COLOR] Challenge Rating 5-10[/B] trelon [B]Challenge Rating 11-16[/B] 2 trelons [B][I]Treasure: [/I][/B]1,900 gp, 7,000 sp, sapphire (1,000 gp), black pearl nose ring (750 gp), vial of faerie dragon euphoria gas, bronze incense burner (250 gp) [B]Challenge Rating 17-22[/B] 3 trelons [B][I]Treasure: [/I][/B]6,050 gp, aquamarine and 4 topazes (500 gp each), peridot ring carved with a family crest (750 gp), fine mithral-inlaid lute (2,500 gp), platinum chain bracelet (750 gp), treasure map which leads to the discovery of a 3rd-level rare spell, purple worm poison [B][SIZE=5]Signs[/SIZE][/B] 1. Broken magic items 2. A cold, ethereal mist 3. The sound of clicking and chittering 4. Gouges and scrapes in the rock walls and floor [B][SIZE=5]Behavior[/SIZE][/B] 1-2. Chasing after a spellcaster 3-4. Lurking ethereally; will attack if there are any casters in the party [B][COLOR=rgb(41, 105, 176)][SIZE=7]Trelon[/SIZE][/COLOR] Large aberration; Challenge 6 (2,300 XP) AC[/B] 15 (natural armor) [B]HP[/B] 104 (11d10+44) [B]Speed[/B] 30 ft.[B] STR[/B] 21 (+5) [B]DEX[/B] 16 (+3) [B]CON[/B] 19 (+4) [B]INT[/B] 9 (-1) [B]WIS[/B] 14 (+2) [B]CHA[/B] 9 (-1) [B]Proficiency[/B] +3; [B]Maneuver DC[/B] 16 [B]Saving Throws[/B] Dex +6, Wis +5, Cha +2 [B]Skills[/B] Arcana +2, Perception +5, Stealth +6 (+1d6) [B]Damage Resistances[/B] damage from nonmagical weapons [B]Condition Immunities[/B] charmed, frightened, paralyzed, petrified, strife [B]Senses[/B] truesight 60 ft., passive Perception 15 [B]Languages[/B] Trelon [B][I]Fear of Light. [/I][/B]When the trelon takes fire or radiant damage, it is rattled until the end of its next turn. [B][I]Limited Telepathy. [/I][/B]The trelon can telepathically communicate with other trelons with a range of 1 mile. [B][I]Magic Resistance. [/I][/B]The trelon has advantage on saving throws against spells and other magical effects. [B][I]Pack Tactics. [/I][/B]The trelon has advantage on attack rolls against a creature if at least one of the trelon’s allies is within 5 feet of the creature and not incapacitated. [B][I]Sense Magic. [/I][/B]The trelon can pinpoint the location of a spell being cast within 300 feet of it. [B][I]Sunlight Sensitivity. [/I][/B]While in sunlight, the trelon has disadvantage on attack rolls, as well as on Perception checks that rely on sight. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Multiattack.[/I][/B] The trelon makes three attacks: one with its bite and two with its swordarms. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]11 (2d4+6) piercing damage [B][I]Swordarm. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]13 (2d6+6) slashing damage. [B][U][SIZE=5]Bonus Actions[/SIZE][/U] [I]Reality Jaunt. [/I][/B]As long as the trelon is in dim light or darkness, it magically shifts from the Material Plane to a shadowy, featureless demiplane or vice versa. Another creature can’t follow the trelon to this demiplane. If within melee range of an enemy, it makes a swordarm attack with advantage. [B][U][SIZE=5]Reactions[/SIZE][/U] [I]Reactive Slash. [/I][/B]If the trelon takes damage from a melee attack made by a creature it can see, it makes a swordarm attack against the creature. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Combat[/SIZE][/COLOR][/B] Trelons phase into the Material Plane close to their targets and attack. They focus their attacks on known casters, only changing targets when that creature is dead, another caster reveals itself, or they take radiant damage from a different creature. They retreat into the Ethereal when bloodied. [/QUOTE]
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