Yeah, it's sort of a joke monster, but gelatinous cubes are sort of joke monsters too.
tesseract gif by Jason Hise via Wikimedia
A gelatinous hypercube prowls the astral sea
|
This oddly rippling gelatinous cube seems to
rapidly shift between several different states of being.
Gelatinous Hypercube CR
9
XP 6,400
N Large ooze
Init +0; Senses blindsight 120 ft.; Perception -5
DEFENSE
AC 4, touch 4, flat-footed 4 (-5 Dex,
-1 size)
hp 150 (12d8+96)
Fort +12, Ref -1, Will -1
DR 10/magic; Immune acid, electricity, ooze traits
Defensive Abilities ever-shifting form,
outside of time
OFFENSE
Speed 15 ft.
Melee slam +13 (1d8+5 plus 4d6 acid
plus temporal stasis and time warp)
Space 10 ft.; Reach 5 ft.
Special Attacks fourth-dimensional
engulf, temporal stasis (DC 25), time warp (DC 20)
Spell-Like Abilities (CL 8th)
At will – quickened dimension door (self and engulfed creatures only)
STATISTICS
Str 20, Dex 1, Con 26, Int --, Wis 1, Cha 1
Base Atk +9; CMB +15; CMD 20 (can’t
be tripped)
SQ random initiative
SPECIAL ABILITIES
Outside of Time (Su)
The
gelatinous hypercube is unaffected by linear time. It is immune to any spell or
spell-like ability with a duration greater than instantaneous. It can act
normally for the duration of time-based spells and abilities like time stop.
Ever-Shifting Form (Su)
The
gelatinous hypercube exists in multiple simultaneous forms, making it difficult
to hit. Physical attacks against it have a 50% miss chance, and the hypercube
takes only half damage from area effects. In addition, at the beginning of each
round, the gelatinous hypercube is healed or damaged according to the following
table (roll 1d6):
1
|
3d6 damage
|
2
|
1d6 damage
|
3-4
|
No change
|
5
|
Heal 1d6
|
6
|
Heal 3d6
|
Any healing
over its maximum hit points are gained as temporary hit points until the
beginning of its next turn. The gelatinous hypercube cannot kill itself with
its ever-shifting form: if the results of the roll ever cause it to go to negative
hit points, the gelatinous hypercube instead disappears from existence for one
round, reappearing in its previous location with its previous HP total.
Random Initiative (Ex)
At the
beginning of each round, re-roll the gelatinous hypercube’s initiative. Because
of its unique relationship with time, the gelatinous hypercube has a +5 bonus
to initiative.
Fourth-Dimensional Engulf (Su)
A gelatinous
hypercube can engulf Large or smaller creatures in its path as a standard
action. It cannot make a slam attack during a round in which it engulfs. The
gelatinous hypercube merely has to move over the opponents, affecting as many
as it can cover. Opponents can make attacks of opportunity against the
hypercube, but if they do so they are not entitled to a saving throw. Those who
do not attempt attacks of opportunity can attempt as DC 21 Reflex save to avoid
being engulfed – on a success, they are pushed back or aside (opponent’s
choice) as the hypercube moves forward. The hypercube cannot engulf creatures
by dimension door-ing into their
space unless the creature had previously been engulfed by that hypercube.
Engulfed creatures are subject to the
gelatinous hypercube’s temporal stasis and time warp, gain the pinned
condition, are in danger of suffocating, and are trapped within its body until
they are no longer pinned. The save DC is Strength-based.
Temporal Stasis (Su)
The
gelatinous hypercube’s irregular relationship to linear time can cause those
struck by it to become temporarily untethered from causality. A target hit by
the hypercube’s melee or fourth-dimensional engulf attack must make a DC 25
Fortitude save or be placed into temporal
stasis (as the spell) for 2d6 rounds. Creatures placed into temporal stasis
in this way can still be affected by the gelatinous hypercube’s attacks and
abilities even though they are immune to damage and aging from all other
sources. The save DC is Constitution-based.
Time Warp (Su)
Creatures
hit by the hypercube’s melee or fourth-dimensional engulf attack must make a DC
20 Fortitude save or be aged or de-aged to a new age category, gaining all the
advantages and disadvantages of that age category. There is a 50% chance that
the target will be advanced to the next age category, and a 50% chance they
will be regressed to the previous age category. For the purposes of this
ability, the age categories are: Infancy, Childhood, Youth, Adulthood, Middle
Age, Old, Venerable, and Maximum Age: Youth receives a -2 penalty to all stats
except Dexterity, Childhood receives a -2 penalty to all stats, and Infancy
receives a -4 penalty to all stats, with all penalties being cumulative.
Creatures aged past their maximum age or below infancy cease to exist, and can
only be returned to life at their ‘normal’ age with true resurrection or wish.
This is an aging affect. Its save DC is Constitution-based and includes a -4
racial penalty.
ECOLOGY
Environment Astral Plane
Organization solitary
Treasure incidental
This
multi-dimensional ooze, born outside of linear time, is disconnected from
causality and constantly shifts between all possible forms of itself, often
taking multiple forms simultaneously. Their appearance is sometimes described
by mortals as two rotating cubes simultaneously growing and shrinking into each
other. While they possess the same basic instincts as a normal gelatinous cube
– to engulf living things – they are far more complex. Their shifting bodies
and unique relationship to time make them difficult to hit. Although they move
slowly, they can also appear in a new position suddenly by shifting forward or
back on their personal time stream. Any creatures damaged by their
time-dilating forms can find themselves rapidly aged or de-aged, or even
temporarily frozen in time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- An aging nobleman seeks adventurers to lead him to a gelatinous hypercube in the hopes that he might plunge himself into it and de-age himself. He seems unconcerned with the obvious risks, and offers a huge pile of cash as a reward (to be paid out after his successful rejuvenation).
- A wizard researching time and the Astral Plane seeks fluid from the body of a gelatinous hypercube as a reagent for one of his experiments.
- Trapped in a dungeon in the hollowed-out petrified corpse of a forgotten god floating through the astral plane, the adventurers must fight their way past an extradimensional wizard and their cohort of gelatinous hypercubes.
-your n-dimensional d20 despot
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