Timebound Warden (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 2-10-19
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article


Timebound Warden
Size/Type: Medium Aberration (Bot)
Hit Dice: 5d8+20 (42 hp)
Initiative: +5
Speed: 30 ft
Armor Class: 19 (+8 armor, +1 dex), touch 11, flat-footed 18
Base Attack/Grapple: +3/+9
Attack: Mwk Glaive +10 melee (1d10+9, 20/x3) or Slam +9 melee (1d6+6, 20/x2)
Full Attack: Mwk Glaive +10 melee (1d10+9, 20/x3) and Slam +9 melee (1d6+6, 20/x2)
Space/Reach: 5 ft/5 ft (10 ft with glaive)
Special Attacks: Paradox Mote, Shudder, Sneak Attack 1d6
Special Qualities: Bot Traits, Darkvision 60 ft, Partial Mind, Screaming Silence, Uncertainity, Temporal Immunity
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 18, Dex 13, Con 18, Int -, Wis 13, Cha 6
Skills: -
Feats: Improved InitiativeB, Power AttackB, Combat ReflexesB
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Masterwork Glaive
Alignment: Usually True Neutral
Advancement: -
Level Adjustment:


The humanoid armored figured jerked around erratically, like a stuttering video of a creature poorly loaded. Sometimes you could glimpse something like static just under the steel skin, and seeing it aches your head.

Timebound wardens are strange creations that are not quite constructs, but actually pseudo-creatures summoned from the Temporal Energy Plane or Far Realm. It is unclear which they belong to, and it is even more unclear how living such a thing is as while it does seem to "live", it seems to be simultaneously intelligent and mindless all at once. It's true form is something impossible to observe directly with any safety and so they are encased in suits of full plate to allow them to exist within our universe for longer than a few seconds. They appear externally human, but below the steel and rivits lie a rolling chaos of black and white static.

Timebound wardens are human sized and shaped, but seem to be lighter coming in at only 100 lbs, much of it being the armor itself. However the binding methods which fuse it to the armor also subject it to horrific entropy upon the creature's death, transforming the armor into rusted slag. If somehow removed from the armor before it perishes it is possible to recover a suit of full plate, at your own peril.

Combat[edit]

Typically bound to a location to act as guards, timebound wardens follow their jobs with absolute duty and surprising intellect for a creature that is technically mindless. The fact they spontaneously return to life makes them long lasting guards, though at times they appear on the field "dead", which can be inconvient.

Paradox Mote: With every successful attack a timebound warden makes it leaves a mark of crackling temporal energy orbiting the target, up to a maximum of 3 per creature. While these motes do nothing on their own, timebound wardens can take a move action at any time and consume the paradox motes around a creature to deal various effects as shown on the tables below. The subject of the effects is the creature whose motes have been consumed. It can activate the paradox motes of any creature within its threatened range, and activating one or more motes removes them. Otherwise they discharge harmlessly after 24 hours or on a successful use of remove curse.

1 Mote
Name Effect
Mote Assault The mote explodes for 1d4 damage, no save.
Time Trip Creature must make a save against being staggered for 1 round.
Entropy Creature takes a -1 penalty on all d20 rolls for 1 round.
2 Motes
Name Effect
Quick Assault Make an additional attack against the creature at -5 of your highest attack bonus.
Time Drop Creature must make a save against being slow for 1 round.
Improved Entropy Creature takes a -3 penalty on all d20 rolls for 1 round.
3 Motes
Name Effect
Instant Assault Make an additional attack against the creature. The creature is flatfooted for this attack.
Time Crawl Creature must make a save against being slow for 1d4+1 rounds.
Greater Entropy Creature takes a -5 penalty on all d20 rolls for 1 round.

The saving throw for any of these abilities is DC 16. The save is Constitution based.

Partial Mind: Timebound wardens are technically intelligent, using their Wisdom as their effective intelligent score. However they lack a true intelligence and seem to lack free will. They are not in fact immune to mind-affecting effects, but due to the Screaming Silence ability it may be a poor option to use. Due to this pseudo-intelligence they do not have Bot programs and but can be "reprogrammed" with new instructions to follow. They are considered to be a complex machine.

Screaming Silence (Ex): What a timebound warden actually is is difficult to explain, for the armor merely binds them. Within they are a mass of "static", completely silent audibly and harsh on the eyes. However those who observe said static report it to be deafeningly loud and mentally disturbing, and this static "scream" appears in the minds attempting to contact the timebound warden's mind. If the timebound warden is subject to a mind-affecting effect, the source of said effect takes 5d6 points of non-lethal damage and they must make a DC 16 Fortitude save or be staggered for 1 round and deafened for 1 hour. A successful save does not reduce damage, but reduces it to deafened for 1 minute. The damage is mind-affecting, and the save is Constitution based.

The screaming silence can be heard over telepathy, and all telepathy within 100 ft of a timebound warden is impossible due to the noise. However no damage is incurred unless you make direct telepathic contact with the timebound warden.

Any creature which manages to gaze upon a timebound warden sans armor is also exposed to the Screaming Silence effect. Treat as a gaze attack which occurs at the start of its turn. A timebound warden without their armor is not long for the world, and they will evaporate in 1d4 rounds after removing their armor.

If using dark insight, the first time being afflicted by the screaming silence is enough to give dark insight or increase it by +1. A successful Will save with the same DC as the Fortitude save negates this dark insight.

Shudder (Su): Timebound wardens seem to jerk and move as if in a poorly compressed video. Their erratic movements cause them to never provoke for movement. In addition they may feint as a move action, using their attack bonus as their Bluff score.

Sneak Attack: Timebound wardens have 1d6 sneak attack as a 1st level rogue.

Uncertainity: The effects which bind a timebound warden to linear time are not absolute, and it shows up in its uncertainty ability. When not observed by creatures other than other timebound wardens its status becomes "uncertain". There is a 10% chance when next observed it is actually dead. Alternatively if dead, there is a 10% chance it has returned to life at full hp. A new observation may be made once every minute. This renders timebound wardens difficult to keep down, but by destroying the armor (via coup de grace or any effect which renders a body unsuitable for raise dead) or somehow convincing it to remove its armor, the timebound warden will remain dead. On death its armor it is wearing suffers the ravages of time and is reduced to a rusted heap, useless.

Destroying the armor technically exposes anyone within 5 ft a glimpse of the chaotic static within. If not averting one's gaze the creature must succeed on a DC 15 Reflex save of be subjected to the Screaming Silence.

Temporal Immunity (Ex): Timebound wardens are immune to the effects of time alteration, rendering them immune to both the beneficial effects of haste and the dangers of slow. They are capable of acting within the time stop of others within 100 ft.


Back to Main Page3.5e HomebrewMonsters

Eiji-kun's Homebrew (5639 Articles)
Eiji-kunv
AlignmentUsually True Neutral +
AuthorEiji-kun +
Challenge Rating5 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeBot +
TitleTimebound Warden +
TypeAberration +