T.A.R.D.I.S
(Time and Relative Dimension in Space)
Large Construct
Hit Dice: 96d10 (528 hp)
Initiative: –2 (Dex)
Speed: 10 ft. (can’t run)
AC: 60 (–8 size, –2 Dex, +60 natural)
Attacks: 2 slams +99 melee
Damage: Slam 10d6+35
Face/Reach: 40 ft. by 40 ft./25 ft.
traits, magic immunity, DR 30/+7
Saves: Fort +32, Ref +30, Will +33
Abilities: Str 80, Dex 7, Con —, Int 90, Wis 12, Cha 7
Climate/Terrain: Any
Organization: Solitary
Alignment: same as time lord
Advancement: None
Special abilities:
Bigger on the inside: same as a bag of holding.
Unknocking door: same as Dearn’s instance fortress
A T.A.R.D.I.S can look like anything a person can walk in to, a police box, a camper trailer, a phone both, A Dilorian car, a tent, a porto john, a cardboard box with the words transmogrifier on it. You yet the idea.
A T.A.R.D.I.S dose not moves when/where their time lord wants but when/where they are needed.
Spells:
Imprisonment '''(Sp): as living volt
Recognition (Ex): as living volt
Safekeeping '''(Sp): as living volt
=Construct Traits: as living volt = =Magic Immunity (Ex): as living volt =
Maze: as sorcerer
Mordenkainen’s magnificent mansion: as sorcerer
Safe Time. You contingently duck damage in a
static time stream for 1 round.
Time Duplicate. You and your future self exist
together for 1 round.
Time Hop. Subject hops forward in time 3d6
rounds.
Fate Link. You link the fates of two targets.
Plane Shift. Up to eight subjects navel to another
plane.
Teleport Without Error. As teleport, but no off
target arrival.
Time Regression. Relive the last 1d4+1 rounds
Adapt Body. You adapt your body to hostile environments.
Call Cohort. Teleport your cohort to your location.
Time Stop: You act freely for 1d4+1 rounds.
Divine recall: as deity
Free move: as deity
Instant move: as deity
Lay quest: as deity
Supreme initiative: as deity
True knowledge: as deity