Spelljammer

Fractine

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Fractine
Climate/Terrain:Any space
Frequency:Very rare
Organization:Solitary
Activity Cycle:Always
Diet:Light and magic
Intelligence:Unknown
Treasure:Nil
Alignment:Neutral
No. Appearing:1
Armor Class:-1
Movement:Fl 1 to 24 (A)
Hit Dice:6-13
THAC0:6 HD: 15
7-8 HD: 13
9-10 HD: 11
11-12 HD: 9
13 HD: 7
No. of Attacks:Area of effect (1 sq. ft. per HD)
Damage/Attack:2-8
Special Attacks:See below
Special Defenses:See below
Magic Resistance:25%
Size:H (1 sq. ft. per HD)
Morale:Fearless (20)
XP Value:6 HD: 2,000 (+1,000 per additional HD)

Fractines appear as two-dimensional, mirrored, trapezoidal planes. When at rest, fractines resemble vast mirrors and can be manipulated to function as excellent scrying mirrors. To do so, a spelljamming scholar must focus his willpower on the subject he wishes to view, while touching a fractine. A Wisdom check (modified by a DM-selected difficulty penalty of -1 to -10) must succeed to view the subject. Failure results in 1d10 turns of exhaustion and a 10% chance that the fractine is stirred into motion, One can examine a subject�s past, future, and weaknesses using the right techniques. However, the fractine�s distorted surface may blur the results, obscuring crucial information.

Fractines are most commonly encountered in space in an active state, tumbling or folding and refolding like a piece of origami. They react to a variety of stimuli. They are attracted to motion, loud sounds, and magical energy. However, large bursts of energy (such as a fireball or lightning bolt) repulse fractines for 1d4 rounds. Spells affecting air can be used to control fractines. (The caster must roll a successful saving throw vs. spell each round or lose control.)

Combat: A fractine causes a variety of harmful, distortional efects. Physical attacks may be used to destroy or alter its course, but only silver or magical weapons or spells cause any damage. Furthermore, a fractine must be struck on one of its two faces to cause any damage.

Any physical damage to a fractine causes damage to the attacker. The attacker suffers 1d4�25% of the inflicted damage (round fractions up), though he receives a saving throw vs. petrification to suffer only half damage.

Once per round there is a 1% chance per point of damage inflicted that a fractine shatters into 1d4 independent fragments, each with one-third of the remaining HD and hp (shattering releases any held creatures).

A fractine receives a saving throw vs. any magical effect, if the effect gets past its magic resistance. If the saving throw is successful, the magical effect is redirected at random.

A fractine attacks by falling on its targets. The fractine passes through its victims, causing 2d4 points of damage and forcing a saving throw vs. breath weapon to avoid a special effect. If the saving throw fails, roll 1d20 for the effect.

RollEffect
1-3Blink (random direction and orientation)
4-5Teleport (1d4�10 feet into air)
6-7Deport* (Character�s mind views his body from another plane; must roll Wisdom checks each round to control)
8-9Turn ethereal* (AbIe to cast magic only, intangible)
10-12Distortion* (Character�s form suffers a distortion, DM�s choice � Effects may shorten or lengthen limbs, make fat or thin, flatten, stretch, etc. A Dexterity check must succeed each round to perform any desired actions.
13Transpose* (Part of body is exchanged with that of another victim, or it vanishes. Roll an Intelligence check to control body part.)
14Reversed* (Any action the character takes becomes reversed)
15Duplication** (Creates a duplicate of character; duplicate attacks)
16-20Trap (As a mirror of life trapping; there is a 25% chance that another creature is released at the same time)

* Effect lasts 1d4 rounds.
** Effect lasts 2d4+2 rounds.

Habitat/Society: It is not known whether fractines are intelligent creatures or merely spatial phenomena. Shattered fragments either follow divergent paths or merge once again.

Ecology: Fractines consume life, light, darkness, and magical energy. Each level, Hit Dice, spell level, and bonus provides 1 point of food. When a fractine has consumed a number of points equal to its total hit points, it leaves. Its movement rate is increased by 1 per point of light consumed and decreased by 1 per point of darkness (maximum of 24 and minimum of 1).


Last Modified: April 22, 2009, 13:50:38 GMT

Advanced Dungeons & Dragons 2nd Edition


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