Placekeepers
Placekeepers by Stone Gargoyle
Like the Timekeepers, the Placekeepers were machine elementals which appeared to be clockwork humanoids. It is unknown if any still exist. They are said to have been unleashed at the time the universe as it now exists was created, emerging from a cosmic egg placed into the center of the universe by Cackler. In any case, their sole purpose seems to have been to create the machinery of time and the universe. They were said to have been much larger than the Timekeepers, being between 80-100 feet tall and weighing upwards of ten tons.
Minions of Cackler: Placekeepers
Legend suggests that the Placekeepers are mechanical beings created by Cackler to rebuild the previous universe following its destruction. They are, in fact, elementals native to his home realm of Kh'ron, mechanical elementals appearing as clockwork humanoid machines. They are enormous machines which are basically builders.
Alignment: Principled
Attributes of Note: I.Q. 2d6+10, P.S.6d6+60, P.P. 1d6+20, Spd 6d6+60
Size: Typically 80-100 feet tall
Weight: Around 10-12 tons
Natural A.R.: 18
Hit Points: 6d10X100
S.D.C.: 4d4X1000
P.P.E.: 4d6X100
Horror Factor: 16
Natural Abilities: Impervious to poison. chemicals, drugs, disease, heat, cold; does not breathe air but does consume it, so has half H.P. and P.P.E. in a vacuum; nightvision 600 feet; magically understands all languages; land navigation 70%, bio-regeneration of 1d6X10 S.D.C./H.P. every minute. All Mechanical and science skills at 98%.
Sense Temporal Anomaly: 70% at a range of two miles from the source of the anomaly Dimensional Teleport: 38%
Vulnerabilities: As per general info for all elementals, plus water (inflicts one point of rust damage per minute from rain and double damage from water attacks). As machines, they are vulnerable to physical strikes and explosions.
Bonuses: +6 to initiative, +4 to strike and parry, +2 dodge, +2 roll with impact, +7 save vs.magic, +4 to save vs. psionics, impervious to mind control and possession, immune against Horror Factor.
Attacks: Six physical strikes or three with magic spells
Damage: Varies with Supernatural P.S. of the individual
Magic: Time Hole, Null Sphere, Illusory Terrain, Energy Sphere, Warped Space, Wards, Illusory Forest, Realm of Chaos, Expel Demons, See Wards, Sub-Particle Acceleration, Negate Mechanics, Dispel Magic Barriers, Constrain Being, Create Water, Mend the Broken, Featherlight, Watchguard, plus all Warlock spells of air, earth, fire, and water. Spell strength is at 16 (opponents need to roll 16 or higher to save).
Psionics: None