View Single Post

Thread: [Layer] The Sevenfold Cube

  1. - Top - End - #5
    Dwarf in the Playground
     
    levi's Avatar

    Join Date
    May 2004
    Location
    Ursoul
    Gender
    Male

    Default Markonoth

    Markonoth "Maintainer"

    {table] Size/Type: | Tiny Outsider (Kiratoth, Evil, Extraplanar, Lawful)
    Hit Dice | 2d8+2 (11 HP)
    Speed | 40 ft. (8 Squares)
    Initiative: | +2
    Armor Class | 19 (+2 Size, +2 Dex, +5 Natural), Touch 14, Flatfooted 17
    Base Attack/Grapple | +2 / -8
    Attack | Pincers +6 Melee (1d6-2)
    Full-Attack | 3 Pincers +6 Melee (1d6-2)
    Space/Reach | 2 1/2 ft. / 2 1/2 ft.
    Special Attacks | Acid Spray, Spell Like Abilities
    Special Qualities | Cubic Mind, Damage Reduction 5/Good or Silver, Darkvision 60', Immunity to Acid and Poison, Resitance to Fire 10 and Cold 10, Summon Kiratoth, Waste Removal
    Saves | Fort +4, Ref +5, Will +3
    Abilities | Str 6, Dex 14, Con 12, Int 3, Wis 10, Cha 14
    Skills | Hide +10, Listen +5, Profession (Janitor) +5, Search +5, Spot +5
    Feats | DodgeB, MobilityB, Weapon Finesse

    Environment | Nine Hells of Bator (The Sevenfold Cube)
    Organization | Solitary or Crew (2-7)
    Challenge Rating | 2
    Treasure | None
    Alignment | Always Lawful Evil
    Advancement | 3-5 HD (Tiny); 6-8 HD (Small)
    Level Adjustment | --[/table]

    Clattering along on three insectoid legs, a silvery hexagonal creature approches. Opposide it's three legs are three multi-jointed arms that end in vicious looking pincers. On the top and bottom faces of it's prism like body are telescoping tubes that end in dark orifices.

    The markonoth are the janitors of the sevenfold cube. They endlessly patrol their assigned routes, cleaning up and repairing the cubes. They are not very intellegent and operate mostly on programatic instincts. The sole reason for their existance is to maitain the opressive order of the Sevenfold Cube. They have no possessions, very little individuality, and are allowed no free will. They exist to serve, or they cease to exist.

    Combat

    Markonoth don't fight so much as clean. Anything that is out of place (including creatures), they are duty bound to remove. When they discover unwanted creatures within the 'cube, they immediatly seek to remove them.

    When a single markonoth enters a cube on it's assigned route, it follows an almost programatic routine. The first thing it does is quickly inspect the cube for any damage or mess. If all is as it should be, it moves on to the next cube. If not, it's next action depends on the size of the job to be done. If a minor repair or clean-up is required, it handles it by itself. If the task at hand is larger, it uses it's cubic mind ability to notify a larger cleaning crew that this cube needs their attention, and then moves on.

    Wether solo or as a crew, the markonoth cleaning routine is very similar. To prevent further disorder, unwelcome creatures are dealt with first. If faced with a situation beyond thier limited intelect, they'll use thier cubic mind ability to ask their supervisor what should be done.

    Creatures small enough to be subject to the Waste Removal ability are grabbed and dumped onto a random plane. Larger creatures, or those that are difficult to grapple are attacked. They begin by using thier acid spray ability to soften up the stubborn pests and then attack with their pincers while it recharges. Once their targets are dead, they use thier shrink item spell-like ability and thier sharp pincers to reduce the corpses to a small enough size to subject them to waste removal.

    If the markonoth begin taking heavy losses, they'll use thier cubic mind ability to alert their kritakith supervisior. Then they'll attempt to use thier summon ability to cover their retreat.

    Once any creatures are dealt with, the standard clean-up and repair routine begins. Items are scanned with the arcane analysis ability. Any that are found to be magical are set aside to be delivered to their supervisor. Mundane items which are not marked as belonging to a kritakith (with an arcane mark) are disposed of. Their various spell-like abilites are used to clean up any refuse and repair any damage. Stubborn messes are sprayed with acid and the resulting goo slurped up into the waste removal cavity. Even fallen markonoth are considered refuse and given no special treatment.

    Once the cube is back to pristine condition, a crew will move on to the next cube it's been notified of, and a single markonoth will continue on it's assigned patrol route.

    A markonoth's natural weapons, as well as any weapons it weilds, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

    Cubic Mind (Ex): See kiratoth traits.

    Acid Spray (Ex): A markonoth can produce a stream of acid that deals 1d8 damage (reflex half, DC 12) to a single target within 10 ft. Once a markonoth has used this ability, it can't use it again for 1d4 rounds. The save DC is Constitution-based.

    Spell Like Abilities: At Will -- Arcane Sight, Erase, Mage Hand, Make Whole (DC 14), Prestidigitation, Shrink Item (DC 15). Caster level 5th. The save DCs are Charisma-based.

    Summon Kiratoth (Sp): Once per day, a markonoth can attempt to summon 2-7 (1d6+1) kamtakis with a 50% chance of success or another markonoth with a 20% chance of success. This ability is the equivilant of a 2nd-level spell.

    Waste Removal (Su): A markonoth has a small opening in the center of it's underside. Any creature or object (of up to Tiny size) placed within the opening is instantly shunted to a random plane. To force an unwilling creature into the opening, the markonoth must first grapple it and then make a successfull grapple check.
    Last edited by levi; 2007-08-05 at 03:43 PM.