Chronovoid
CLIMATE/TERRAIN: Temporal Prime
FREQUENCY: Common
ORGANIZATION: Colony
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average (8-9)
TREASURE: G
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1d12
ARMOR CLASS: 6
MOVEMENT: 6
HIT DICE: 12+1 (total)
THAC0: 14
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2d6
SPECIAL ATTACKS: Absorption
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 40%
SIZE: See below
MORALE: Average (10)
XP VALUE: 9,000 (total)
Chronovoids cannot exist in reality, but they form one of the greatestcreature hazards to adventurers on Temporal Prime. They are a common occurrence and are strongly attracted to linear creatures. A chronovoid appears as a blob of gelatinous matter that holds a roughly ovoid form. The surface ot the chronovoid is an iridescent film, not unlike a drop of oil on the surface of waler, and its internals are a dull gelatin. The size of this creature varies, slnce it is a communal organism and can seperate into smaller forms. Its largest formation is a huge creature (10-11-foot diameter, 12+1 HD) which can divide into three large creatures (6-7 foot diameler, 4+1 HD). After this divlslon, the seperate entities can divlde in half two more times. creating up to six medium creaturcs (5-foot diameter, 2+1 HD) or 12 small creatures (3-4-foot diameter. 1+1 HD). Any combination of these is possible, but it takes one round for each division or merging. A chronovoid usuallytravels as three large creatures so it takes only two rounds for maximum division or one round to reform as a huge creature. It can usually accomplish this before entering melee.
Ecology: Chronovoids usually ignore the creatures of Temporal Prime as they drift around the timestream. They do not move around lifelines, except in the event of a tangle, bul simply let the line pass tlirough them. It is common to see a chronovoid wiih a silver llfeline running through its middle as it follows a lifeline up or downstream. Only if a temporal creature gets within 10 feet of a chronovoid does the chronovoid attack. There is a theory that chronovoids have spme kind of relationship wlth tempsynlh, as a chronovoid does not harm tempsynth as it passes along the lifelines. Linear creatures are not so lucky. A chronovoid can sense linear orgamsms from over 50 feet away and immediateJy attacks them.Chromovoids have no lair, but they do possess treasure. Wlthin ihelr gelatinous mass, they store the nonorganic matter from creatures and beings they bave ingested. This includes coins, gems, metal weapons, and anything magical (if the magical item has an organic base, such as a staff or leather boots, it must save vs acid or become useless. Large items are still carried bv the chronovoid, but pieces of them mav stick out.
Combat: Chronovoids are a problem because they have a variety of abilities that they can use. The first and foremost of these is ihe abllity to divide into smaller versions. Each separate entity is allowed one attack at Ihe original THAC0 and AC, but the Hit Dice are according to size. Anv chronovoid that divides or reforms gets no attack that rornd. Combinations can be assembled like one large, three mediums, and two smalls.
The main defense of a chronovoid lies in its gelatinous form. Most material can pass through it without hurting the bubble at all. Nonmagical weapons do no damage, and damage from magical weapons and spells depends on the bonus or spell level. For every +1 that a weapon has, or for every three spell levels, only 50% of normal damage is applied to the chronovoid. A sword +1 or a 1st-3rd-Ievel spell does hall damage (including one half of the Strength or profldency bonuses), and a sword +2 or 4th-6fh- level spell does full damage. A +1 weapon or 7th-9th spell does 150% full damage, and a +4 weapon does double damage (again including double strength and proficiency bonuses) A chronovoid attacked by magical weapons or spells identifies the greatest danger to it and concentrates all attacks on that foe until that creature is dead or incapacitated.
A chronovoid attacks by moving up to a victim and attempting to surround it. On any successful attack in which a 20 was not rolled, the victim manages to pull free whatever part of him entered the bubble. The damage caused by this contact is 2d6 hit points from advanced decaying ofliving flesh. On a 20,the bubble succeeds in surrounding the creature. Any absorbed creature can onlv do damage on a rolled 19 or 20, and the decay damage to it increases to3d6 hit poinls per round. The only stipulation on absorbing is that the bubble musl be of the same size class as the creature or bigger. This makes a difference in strategies by the chronovoid, since it always maintains at least one portion of itself large enough to absorb the intended creature.
Any porlion that is damaged beyond its hit points bursts into thousands of drops Ihat drift to the nearest lifetine where they remain. A chronovoid can exist and rebuild itself as long as at least one small-sized portion gets away, and such a portion is usually held off to one side in case things go badly. Characters gain 750 XP for everv 1+1 Hit Dice of the creature that is slain, with a 1000 XP bonus if the entire creature is destioyed.
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