Warden of the Lost 7 (21)

Planar Bestiary

Perhaps only a handful of wardens linger from the time when the multiverse was young, surviving past all reason or expectation, diligently fulfilling a function that is no longer needed. Somewhat humanoid, wardens of the lost are wrapped in a bulk of armor pocked with crystal spheres, swelling their size to twice that of a human. Many of the metallic spheres glow and blink, hinting that something lies trapped within.

Wardens face the long years of their existence without doubting their own continued purpose, instead doubling down on the duty given to them by beings they've all but forgotten. That duty is to keep safe any object or being they currently hold captive, and, just possibly, add new specimens to their collection from a selection of intruders that bother them in their solitude.

A warden imprisons those they collect in tiny artificial dimensions hosted in the crystal spheres that pock their bulky form. In these dimensions, time passes far more slowly than it does outside. A warden can adjust the time dilation back to normal for brief periods to converse with a prisoner or ask them questions. A prisoner might use that opportunity to try to escape. In rare circumstances, a warden might be convinced by an external party or even by the prisoner themself to release them.

Some imprisoned creatures, captured epochs ago, have no remaining living kin (or even anything that resembles them) in the modern multiverse. Others were captured more recently, as in the last few decades or centuries.

A warden doesn't require air, food, drink, or sleep.

Motive: Fulfill duty of imprisoning dangerous beings and intruders

Environment: Anywhere in the multiverse with ancient ruins of a forgotten people

Health: 33

Damage Inflicted: Major wound (9 points)

Armor: 3

Movement: Short

Modifications: Speed defense as level 6 due to large size; resists mental influence as level 8

Combat: Wardens of the lost attack all creatures within immediate range with a flare of transdimensional energy. Targets suffer damage on a failed Might defense task. One damaged target selected by the warden is also pulled into a tiny artificial dimension hosted in one of the metallic spheres pocking the warden's bulky form. Imprisoned victims have one chance to escape using their next action to attempt an Intellect task. On a success, they return to their previous position. But after that, escape attempts are allowed only once every few years, because those imprisoned experience time at a vastly reduced rate. (If a warden changes a prisoner's time dilation in order to question them, the prisoner can also attempt to escape again then.)

A warden can use the dimension-manipulating technology that studs their bulk to teleport up to a very long distance in an instant and still take an action (possibly to attack).

A warden is immune to cold attacks.

Interaction: A warden can learn almost any language with just a few rounds of practice. If communication is opened, a warden is willing (and even eager) to converse; however, if they feel those they converse with are intruding where they shouldn't be or otherwise violating something the warden guards against, they may still decide to imprison them.

Use: A group of explorers discovers they've been imprisoned in a warden for millennia, though only moments passed for them.

Loot: If defeated, a warden's various interdimensional cells empty into a heap next to the warden's form. Even with time dilation, only dust and bones are in most of them. But a few may contain other living creatures, imprisoned for who knows how long, and a selection of cyphers and even a couple of artifacts.

GM Intrusion: The warden releases a level 6 creature that allies with the warden.