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Trisphere

A dark and powerful being, the Trisphere is the entity born from order. A creature whose very existence is to bring order to the realm. Composed of three minds, each trapped inside a near indestructible glass casing that ominously traverses the Forgotten Realm. With its army of marbles, it has become of the most haunting and terrifying being out there in the lands. A beast no one wants to encounter.  
He sees you when you're sleeping. He knows when you're awake. He knows if you've been... what? What do you mean that's Santa? What the heck's a Santa? Never heard of him, I was on about the Trisphere... You know, the giant overlord that controls all the marbles. Very round... Oh. Ooh. Well, you're in for a surprise next time you're out in the wilds ain't ya.
— The Sprite King
 
 

Law, Order & Justice:

The Trisphere has an imposing presence. With psychic abilities that allows this colossal beast to fly through the sky with ease. Its body is comprised of three marbles about 20ft in diameter. No face, no limbs, just the polished clear shells that houses swirling vortexes of different colours that act as its brain.   The first marble calls itself Logic, capable of finding an actionable path to achieve their collective goal of bringing order to the Forgotten Realm. The second is Reason, deciphering fact from fiction to succeed from being swayed by irrational thinking and emotion. The third is known as Analysis, taking in the surroundings and understanding the world around them to produce conclusions vital to their mission.  
Stats:
HP: 23
DS: 16
Erudite (E): +3
Magic (M): +2
Defence (D): +2
 
Actions:
Argument: The sound of reason floods the brain of the target to the point where they can no longer think clearly. Upon successful hit, the target falls under the 'charm' condition for 1 round. Chance to cause 1d6 psychic damage upon a critical roll.   Beckons: The hand of the master summons its minions to aid them in battle. Summon 1d4 Sane Marbles   Calculated Risk: The Marble Monarch analyses the situation and slams itself into the ground, affecting the 6 closest targets. Deals 1d8 melee damage, chance to cause 'stun' condition upon a critical roll.   Psychic Piercing: Logic dictates that a dangerous target is too close and uses its brain power to force it back. Deals 1d10 psychic damage, chance to cause 'bleed' condition upon a critical roll.   Immunities: Immune to psychic damage  
 
Sane Marbles:
The acolytes of the Trisphere. The sane marbles are the physical conjuring of sanity lost by mortal beings that have ended up floating around the Forgotten Realm. Seeking some kind of leadership, they follow the Trisphere with unwavering loyalty. Overtime the marbles have become a hive mind that reports directly to their masters when chaos is nearby.   HP: 14
DS: 12
Erudite (E): +1
Defence (D): +1
 
Actions:
Aid: Using their psychic abilities, the marble calls out across the hive mind for assistance in battle. Another Sane Marble will appear in 1d4 rounds if a successul roll is made. Upon a critical roll, two will appear instead of one.   Headbutt: Getting increasingly annoyed by the illogical actions of their target, the marble lunges forwards to stop them in their tracks. Deals 1d6 melee damage. Chance to cause 'stun' condition upon a critical roll.   Reason: The sound of reason floods the brain of the target to the point where they can no longer think clearly. Upon successful hit, the target falls under the 'charm' condition for 1 round. Upon a critical roll, the charm affect lasts for two rounds.     *Full ruleset can be found at TG20 - Homebrew Rules
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