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| The Vorpal Tribble12-29-04, 03:57 AM | This is still a work in progress and probably one of my most bizarre creatures in a long line of bizarre creatures I've made. Suggestions and comments are very much welcome: -- Watchwakes or Trick-In-the-Hand Colossal Construct (Extraplanar, Chaos) Hit Dice: 32d10 +80 Initiative: +4 Speed: 80 ft., 80 ft. (climb) Armor Class: 30 (-8 size, +8 natural, +22 density) Base Attack/Grapple: +24/54 Attack: Bludgeoning +30 (2d4 +14) Full Attack: 4-32 Bludgeoning or Claws +30 (2d4 +14) Space/Reach: 5 ft./30 ft. Special Attacks: Walled In Special Qualities: Lawful immunity, Shape-Restructuring, Unbound Dimensions Saves: Fort 10, Ref 12, Will 13 Abilities: Str 35, Dex 10, Con -, Int 20, Wis 16, Cha 10 Skills: Appraise +5, Bluff +15, Craft (Repair) +50, Disable Device +50, Intimidate +12, Jump +12, Knowledge (Architecture and engineering) +50, Knowledge (the planes) +50, Sleight of Hand +12, Use Magic Device +20 Feats: Combat Expertise, Craft Wonderous Item(B), Dodge, Improved Initiative, Lightening Reflexes, Mobility, Power Attack, Spring Attack, Stand Still, Whirlwind Attack Enviroment: Any Organization: Solitary Challenge Rating: Treasure: NIA Alignment: Always chaotic neutral Advancement: - Level Adjustment: - Description: A watchwaken its natural form resembles a large, simple sphere with large, multi-segmented and multi-jointed legs ending in four oppose claws. These legs extend all about it, allowing it to climb in all directions at will. It appears to be made of a deep, dark wood, with silvery designs imbedded about it and strengthening its structure. On closer inspection however its structure is constantly moving, shifting position and rearranging itself in the blink of an eye so smoothly its barely registers on your vision. Its surface is as of innumberable miniscule insects climbing over and under each other in a great, always moving mass. Though made exclusively of darkwood and mithril a Trick-in-the-hand averages at a hundred tons in weight. History: A watchwaken hails from Mecanus, and is a marvelous creature that almost approaches the complexity of the plane itself. Its original use was for dealing with and repairing critical malfunctions or imbalances in the rythem of the Great Order. Those from other planes with plans of their own however were becoming more common and attempts at sabotaging the working of Mechanus became more powerful and devious day by day. In retaliation certain Watchwaken were given a keen, sentient intelligence and special abilities that would allow them to find the problem, capture the saboteurs, and repair the damage in mere moments. Their intricate innards were able to calculate probabilities and form strategies, their structure and thought pattens based off chaos theory, order within disorder. They did their jobs well until few would dare attempt to continue in their schemes. The watchwaken became bored, and despite their orders left Mechanus to find ways to amuse themselves. They came to be called Trick-In-the-Hands and though persued by Inevitables day and night, they are eluded with much disdain by their brothers. They now normally take the form of a four-armed humanoid of wood with large lacings of metal making its form appear scaled. Personality: Trick-in-the-hands are flamboyant show-offs and are completely unpredictable. They love all sorts of difficult problems and puzzles and enjoy putting others into situations and watching what they do. They vary greatly however from one another in the degrees of this personality. Combat: A trick-in-the-hand is a devious foe by neccessity, and will try to lure others to enter within it while restructured, or wall them in and envelope. Portals of Memory(Su): A trick-in-the-hand can open a dimensional portal upon or within itself of nigh any size within its dimensions to any locale it has visited, or to any location within Mechanus. Its form turns itself inside out or outside in to go through its own portal, which it then closes on the other side. This is how they got from where they were to where they needed to be to repair within their plane. Shape-Restructuring (Ex): A trick-in-the-hand can reshape itself into nigh any form from medium to colossal dimensions, but always appears made of wood and metal. It often takes the form of houses to lure others within for fun. (See: Walled In) Unbound Dimensions (Ex): A trick-in-the-hand is far larger on the inside than on the outside, causing it to be given the colossal size. Its spatial parameters are such that it folds into itself, not completely existing in the dimensions of the plane it inhabits. The affect is like to that of a bag of holding, with its outer fabric surrounding a space all its own. A trick-in-the-hand can unfold itself from within, becoming quite monstrous, or remaining the same size and reaching out with up to 32 limbs into the distance. This number is limited only by the trick-in-the-hand's mental ability to keep track of them, not physically, as it could extrude many more. Walled In (Ex): As a full round action Trick-in-the-hand can wrap itself around an area as large as a 40-foot circle, as far away as it can reach, and doming over to trap those inside. To escape the wall a successful DC 28 reflex save is required to leap in time and clear the wall before it domes over. Once within the wall the players are reduced to miniscule proportions and are trapped within the everchanging dimensions of the inner Trick-in-the-hand. Immediately after doming it resumes its former shape. It is fully aware of their presence at all times and enjoys confounding and confusing those within by shifting its perplexing innars. After much time it will generally open a portal through which those trapped may be returned to where they entered, which can be many miles or even a different plane than where the Trick-in-the-hand has ventured. If those trapped attempted to destroy the Trick-in-the-hand, or are known offenders of Mechanus, they are allowed to explore forever within its bowels. Its insides consist of innumberable rooms, closets, spaces and hatches of all sizes and shapes that open into other locations (or sometimes right back into themselves), all the time gears and springs and other functions happening around them. Gravity in each of these rooms may change at a moment's notice. Many of these doors are portals into other rooms nowhere near one another (though sometimes leading back into the same room over and over). If the trick-in-the-hand has captured those within it for punishment these doors may open into deep depths, or into hostile planes it has visited. Skills: A watchwaken gets a +40 racial bonus to Craft (repair), Disable Device, Knowledge (Architecture and engineering), Knowledge (planes) and Search checks. |
| The Vorpal Tribble12-29-04, 07:48 PM | I've balanced out some things and mostly finished it off I'm thinking. |
| The Vorpal Tribble01-07-05, 12:26 AM | :bump: |
| Kyy'Dakh01-07-05, 10:14 AM | Certainly strikes me as an interesting concept: A CN creatures from the plane of LN. Don't think I'd want to run into one of them. Question: Can a person trapped inside escape via spells like teleport or plane shift? |
| The Vorpal Tribble01-07-05, 10:41 PM | Hrmmm... well, was going to say 'Sure' at first, but got to thinking... being a creature made to capture things that have transported in to mess with things, it'd probably be pretty good at keeping even transporters within... Maybe they have to make some kind of opposed check, level of the trick in the hand vs. mage/psion level of transporter? |
| bomaz04-13-05, 04:43 AM | whats the CR? |
| Great Cthulhu05-21-05, 03:23 PM | I think that you should finish this. It's awesome, but it lacks a CR and a few other vital things. |
| Great Cthulhu06-28-05, 04:37 PM | Come on, Vorpal Tribble, when are you going to complete this notoriously awesome monster!? |