Jumper
by Jamie BatyWotI 110
Large Aberration (Exalted, Extraplanar)
Hit Dice: 11d8+66 (115 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: fly 130 ft. (perfect)
Armour Class: 28 (-1 size, +8 Dex, +11 natural), touch 17, flat-footed 20
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d6 +7 plus aging/time jump)
Full Attack: 12 Slam +14 melee (2d6 +7 plus aging/time jump)
Space/Reach: 10 ft./5 ft.
Special Attacks: Aging/Time jump, mind power
Special Qualities: Darkvision 60ft., flight, potent magic, spell immunity, telepathy 100ft.
Saves: Fort +9, Ref +11, Will +13
Abilities: Str 25, Dex 26, Con 22, Int 24, Wis 23, Cha 21
Skills: Bluff +12, Diplomacy +12, Escape Artist +15, Gather Information +12, Hide +20, Listen +20, Move Silently +24, Search +14, Sense Motive +13, Sleight of Hand +15, Spot +20, Tumble +22
Feats: Combat Reflexes, Hover, Improved Initiative, Stealthy
Environment: Any land
Organisation: Solitary, Pair, or Crew (2-5)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral, Often evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: -Jumpers are intelligent life forms that feed on time. They appear very similar to marine brittle-starfish, with small bodies and long slender arms. Each is far larger than the aquatic version, the body measuring about 1 foot across per Hit Die, and the arms 1 foot per Hit Die. The body has the shape of a dodecahedron (1dl2), and an arm extends from the centre of each of the 12 sides.
Jumpers are thieves whose self-interest is always paramount. They may be hired for payment in time units, usually demanding 5-50 days per mission (per jumper). They normally insist on payment before providing service, but they fear Immortals enough that once paid, they can be relied upon. The payment can be contributed by up to two individuals per jumper. To collect, the creature gently wraps five arms around the victim, so that no physical damage is inflicted, and then concentrates deeply. The victim (having agreed to the payment) gets no saving throw, and is suddenly jumped forward by the agreed-upon amount after the jumper concentrates for a few rounds.
A jumper with full PP and hp totals gains 1 Hit Die for each 5 days of time that it eats. It gains a corresponding amount of hp, PP, and physical size for each Hit Die gained.
These odd creatures were created by a former Hierarch of the Sphere of Time, who granted them exalted status for their own protection. They thrived and spread quickly, and are now common sights on the Outer and Astral planes. When each new Immortal of Time gains a Home Plane, a flock of these creatures (3-24, each with 11-18 Hit Dice) soon arrive to seek employment. If none are hired, they may retaliate as a group by stealing something.
Jumpers move by very rapid but non-magical flying, and communicate by telepathy.Combat
Jumpers attack by slamming foes with their arms (up to five arms per foe). They thrive on the confusion and fear of their aging/time-jump attacks. Jumpers rarely use their mind powers against immortal foes, as they have few power points and would be susceptible to any immortal counterstrike.Aging/ Time-jump (Su): Every time a jumper hits a mortal with its slam attack, the victim is aged 10-40 years. There is no save allowed. This aging can be removed through a restoration spell (removes 1d4x10 years of unnatural aging) or a greater restoration spell (removes all unnatural aging).
Immortal foes are affected differently. If an Immortal is hit with a slam attack, it must make a DC 20 Fortitude save (Cha based). If successful, the immortal loses 1d10 power points temporarily. If failed, the immortal is transported 5 rounds into the future (i.e. he vanishes and reappears in the same spot 5 rounds later). If the spot is occupied when the immortal reappears, he appears in the closest empty square.
For each successful time-jump the Jumper causes in combat, it heals 5 hp of damage and regenerates 5 PP. These gains cannot cause the jumper to gain more hp or PP than its normal amount.Mind Power (Sp): As a swift round action, a jumper may create some spell-like effects at the expenditure of Power Points. A jumper possesses 5 PP/ HD Power Points to spend. Jumpers are associated with the Sphere of Time. Power Points regenerate with rest at the rate of 1 PP per minute. The following are typical uses for the Power Points:
• A jumper may cast the immortal spells power attack (2 PP per 1d6, up to 11d6), probe (5 PP) and probe-shield (5 PP);Flight (Ex): A jumper can cease or resume flight as a free action.
Potent Magic (Ex): A jumper can affect an immortal with its magical attacks.
Spell Immunity (Ex): A jumper is immune to all magic spells and effects except for those originating from immortals and exalted creatures from the Sphere of Time.
Telepathy (Su): A jumper can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.