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Tardis

T.A.R.D.I.S

(Time and Relative Dimension in Space)

Masters

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

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