Chronovoid

A splitting, oil-sheened bubble of the Demiplane of Time that hunts linear travelers, shrugging off ordinary weapons and rotting anything it swallows.

Setting: Planescape · Sources: Monstrous Compendium, 1996 Annual, Volume 3; Chronomancer

Appearance

Chronovoids could never exist in normal reality, yet on the Demiplane of Time they are common and among the worst dangers adventurers face there, being strongly drawn to linear creatures from the Prime Material Plane. A chronovoid is a rough oval blob of jelly with a rainbow film on its surface like oil on water and a dull, gelatinous interior.

It is a colony creature, so its size varies. At its largest it is a single huge mass 10-11 feet across with 12+1 HD. That can split into three large blobs (6-7 feet, 4+1 HD each), each of which can halve twice more, into as many as six medium ones (5 feet, 2+1 HD) or twelve small ones (3-4 feet, 1+1 HD). Any mix is possible, but each split or merge takes a round. It usually travels as three large portions, so it needs only two rounds to break down completely or one to become huge again, and typically finishes before melee begins.

Combat

A chronovoid senses linear beings from more than 50 feet away and heads straight for them. Each separate portion attacks once using the original THAC0 and AC, with Hit Dice based on its size, though any portion that splits or merges that round cannot attack. Combinations such as one large, three medium and two small blobs are allowed.

Its jelly body is its best defense, since most things pass straight through without harm. Nonmagical weapons do nothing. Magical weapons and spells harm it in proportion to their power, 50% of normal damage for each +1 of enchantment or each three spell levels: a +1 weapon or 1st-3rd-level spell deals half damage, full damage comes from +2 weapons or spells of 4th-6th level, 150% from +3 weapons or 7th-9th-level spells, and double from a +4 weapon. Strength and specialization bonuses scale the same way. Once struck by magic, the chronovoid picks out whoever poses the greatest threat and focuses every attack on that foe until it is dead or helpless.

To attack, the blob rolls into a victim and tries to engulf it. On any hit other than a natural 20, the victim pulls free, suffering 2d6 damage from the flesh-decaying effect. On a 20 the victim is absorbed and takes 3d6 decay damage every round, and can hurt the chronovoid only by rolling a natural 19 or 20. The bubble can absorb only creatures of its own size class or smaller, so it always keeps at least one portion large enough for its intended target.

A portion damaged past its hit points pops into a spray of countless droplets, which float off and cling to whichever lifeline is closest. As long as even one small portion survives, the chronovoid can rebuild itself, and it usually holds one back to the side in case the fight goes badly. Characters earn 750 XP for each 1+1 Hit Dice slain, plus a 1,000 XP bonus for destroying the entire creature.

Habitat and Society

Chronovoids generally ignore the native creatures of the demiplane as they float along the timestream. They do not steer around lifelines, except where lines tangle, and simply let them pass through, so one is often seen gliding up or down a lifeline with a silver thread through its middle. They attack temporal creatures only when one comes within 10 feet.

Ecology

Chronovoids may share some bond with the temporal mold that patches lifelines on the demiplane, since they never harm it as they pass. They keep no lair but do carry treasure: suspended in their jelly is all the nonorganic material left from things they have eaten, including coins, gems, metal weapons and magic. Magic built on organic material, like a wooden staff or a pair of leather boots, is ruined unless it saves vs. acid. Large objects still get carried along, sometimes poking partly out of the blob.

More: Monsters starting with C · Planescape monsters · All monsters A-Z

Statistics

Climate/Terrainthe time demiplane
FrequencyCommon
OrganizationColony
Activity CycleAny
DietOmnivore
IntelligenceAverage (8-10)
TreasureG
AlignmentChaotic neutral
No. Appearing1-12
Armor Class6
Movement6
Hit Dice12+1 (total)
THAC09
No. of Attacks1
Damage/Attack2d6
Special AttacksAbsorption
Special DefensesSee below
Magic Resistance40%
SizeSee below
MoraleAverage (10)
XP Value9,000 (total), see below