Typhon Anthrophantasmus (5e Race)

From D&D Wiki

Jump to: navigation, search
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Prey franchise, and/or include content directly affiliated with and/or owned by Arkane Studios. D&D Wiki neither claims nor implies any rights to Prey copyrights, trademarks, or logos, nor any owned by Arkane Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Typhon Anthrophantasmus[edit]

I used to wish we weren't alone in the universe... (Talos Village inhabitant)

Physical Description[edit]

Typhon Anthrophantasmus are black, shadowy, humanoid creatures. They look similar to humans, except they are hunched over and their heads jut forwards like a beast's. Typhon Anthrophantasmus ('Phantom', for short) are composed of a dark, almost fluid mass of tendrils, over which they have some degree of control. Phantoms have great intelligence, but their way of thinking is somehow perpendicular to that of all other life. Their weird intellects allow them to perceive the world around them in an utterly alien way.

Phantoms are roughly human-shaped. Their heads move forward predatorially and have no visible features except their eyes, which glow white. They have broad shoulders and thin waists. Their arms have a primary elbow joint but are capable of bending in any place. Each arm ends in a three-fingered claw, which the Phantom can dismantle to use as a flail. Their legs have much the same degree of movement as their arms and end in circular feet which look like roots sprouting from a tree trunk.


Phantoms are born from corpses. when a person dies and a Typhon Weaver (another species of typhon, Typhon Genocratis) is present, the weaver infuses the corpse with typhon material. The corpse then gains unlife as a phantom. After its creation, it is given a limited degree of freedom, and will normally act with hostility towards other living beings. The typhon as a species have an incredibly varied phenotype. Like ants, they have classes within the same species that each typhon fits into, there is no deviation. Each typhon will function purely as the Apex of its race intends. No one knows where the Typhon originate from, or how long they existed. they were here long before humanity and will be here long after.


Typhon have a highly organised, hive-based society. The "queen" of a typhon hive is called the Apex, a hulking mass of typhon material as tall as a skyscraper. The Apex creates Mimics (Typhon Cacoplasmus) which travel through space to find a suitable source of food for the Apex. Mimics function as basic worker drones. The next stage up from a Mimic is the Weaver. Weavers are essential to the Typhon Hive Ecology. Weavers have the ability to create every other type of Typhon (excluding the Apex). Weavers are created through forced mutation. Mimics (who multiply by hijacking the life energy of other beings, resulting in their death) will select one of their numbers at random. This Mimic will then be stung and attacked repeatedly by the others. The repeated injection of typhon venom (or equivalent) results in a mutation into a Weaver. The weaver can then create phantoms (of which there are five documented types), Telepaths and Technopaths (floating masses of pure psychic power), and Nightmares (JUST RUN!). Each Typhon is connected telepathically to the Apex, and fulfils its function as a drone. The purpose of the Typhon Hive is to create "Coral". Coral is food for the Apex, and contains the psychic imprint of everyone the Typhon Hive has killed. Typhon are hostile to other creatures because they have no other function but to feed the Apex. It is unknown at this time whether multiple Apexes exist.

Phantom Names[edit]

The only phantoms capable of free will would have been experimented upon: human genes forced into their alien biology. This process (Humanisation) helped them gain a degree of sentience, and retain their former personalities. Despite their indescribable transformation, they tend to go by the names they had in their previous life.

Male: Robert, Michael, Jeff, Hermann, William, etc.

Female: Amelia, Jennifer, Susan, Kelly, Samantha, etc

Typhon Anthrophantasmus Traits[edit]

Alien creatures created to serve the Apex, but wait...
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. Phantoms will live until killed. There is no record of a phantom dying of natural causes.
Alignment. The only reason a phantom would be adventuring is that it has been "humanised". They range in all alignments.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Telepathy. You can communicate mentally with another creature that knows at least one language within a 30-foot radius. This creature doesn't need to share a language with you but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with multiple creatures at once.
Tendril Arm. Your arms can be used as sharp, piercing tendrils. Your arms can be used as sharp, piercing tendrils and are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Frightening Visage. Due to your appearance, almost everyone is frightened of you. You are proficient in the Intimidation skill.
Phantom Shift. At 3rd level, you can cast the misty step spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.
Kinetic Blast. Beginning at 5th level, you can cast the chaos bolt spell as a 2nd level spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.
Languages. You cannot read or write but can speak a guttural form of Common that your fractured human consciousness remembers.

Random Height and Weight[edit]

6′ 2″ +2d6 250 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!