Entry in the Spelljammer Creature Challenge.
CLIMATE/TERRAIN: any FREQUENCY: very rare ORGANIZATION: solitary ACTIVITY CYCLE: any (requires 6 hours rest/24 hour period however) DIET: magical energy INTELLIGENCE: 16 TREASURE: none* ALIGNMENT: neutral good NO. APPEARING: 1 ARMOR CLASS: 4 MOVEMENT: Fl 12 (C) HIT DICE: 2+2 THAC0: nil NO. OF ATTACKS: nil DAMAGE/ATTACK: nil SPECIAL ATTACKS: spells SPECIAL DEFENSES: spells MAGIC RESISTANCE: 15% SIZE: S (1' diameter) MORALE: 15 XP VALUE: 275
At first appearing to be a magical construction of some sort, the beings commonly called "Translators" are actually not magical in origin, but are in fact normal creatures, just having evolved so strangely in appearance that they seem to be a type of homunculus.
The creatures themselves are only 1 foot in diameter, and float through a magical means at about 6 and a half feet of height. They can move themselves around through the air normally, but tend to keep this height (unless they are following a specific individual).
A Translator looks like three rings, the second and third looking smaller than the one preceding it. The First ring spins in the air horizontally, while the second one spins within it, typically off its axis by 900. This spins also, and within it is the third ring, which spins also, again at a rough angle of 900 of its parent rings axis. This gives them a general effect of continuous movement. (For a good likeness of what this author is trying to describe, watch the movie Contact with Jodie Foster in it, and refer to the big machine - I apologize if I have confused some people)
The rings never cease their movement, even when the creature sleeps. Sleep is the time Translators regenerate themselves as per normal creatures, excepting that the Translator does not take any time to get to sleep or wake up.
Translators see through a series of incredibly small organs on the outside of their rings. In essence the Translators eyes are constantly moving, any anyone attempting to read their mind or see through their eyes will become dizzy and disoriented for 2d4 rounds. Those failing a saving throw vs death magic with a +4 bonus also throw up.
The Translator is called so because Translating is its talent and job. Translators do not require wealth as such, instead drawing most of their power from magical energy. The world they evolved on was highly magical, and there they were used by mages as familiars, because it is through mages they can feed, and they provide many useful advantages to such a person.
Translators learn languages after hearing a particular language for 2 rounds, and succeeding an intelligence check. This adds the appropriate language to the Translators internal dictionary (keep a list). By analyzing the speech of any creature for 1 round, it can perfectly translate the words, as long as it has made this check for the particular language, and has it in its dictionary.. Forms of communication include everything from vocal, telepathic, colors or scents (such as the Saurian race's speech), or even the strange symbols of those known as the Dabus (See the planescape campaign setting). The only languages not translated are those of a magical (ie fools speech), cryptic (ie as thieves cant) or anything incredibly sophisticated. A language such as the later requires the Translator to succeed an intelligence roll with a -8 penalty. Failure means that particular Translator may not try again for one month, success meaning at least a rudimentary understanding of what's being said.
A Translators second use is that of telekinesis. Each Translator can perform telekinesis actions to a weight of 50 pounds. They may also cast any cantrip, with an initiative modifier of one. Some Translators have been taught by magi to cast relatively low powered spells, such as detection spells, and low level illusions. No Translator, however, may harm another being directly through a spell. ie a Translator could use its levitation powers to drop an object upon a being, but it could not directly stab someone with a dagger "held" in this way. As such a Translator basically cannot use a magic missile, chromatic orb, or similar spells. All spells act as cast by a level one mage, and the DM has the say on weather a Translator can learn a particular spell or not.
Translators feed of mages in a similar war to that of how a spelljamming helm acquires its magic. At the end of each day a Translator typically requires 2 to 4 spell levels of magic cast into itself for nourishment. A Translator CAN go days without this, or even weeks, but their power slowly diminishes as this goes on. For every two days, remove one language from the Translators dictionary, and for every day after all languages (except common) have been lost, remove one known spell. The cantrip ability may never be lost, nor may understanding common.
Translators can communicate audibly with anyone who's language they have in their dictionary. They can communicate through telepathy if need be, but this requires them to be floating within 5' of the creature they wish to telepathically connect to. Each message flickers between the two with a small, purplish, lightning-like effect. Creatures whom are trying to talk to the translator through telepathy can do this from any range, however, but the Translator must be close to send them messages back. Each Translator can have a bond with one individual that allows this communication without any initiation by either of them, when they are within the appropriate range.
ie a warrior who has hired a Translator may ask it to bond with him. Through this bond, either can think a message to the other, as long as they are within 5'. The message does appear visually as the purple-lightning as normal, but is instant, and requires no time during initiative, unless a message is over 15 words, or requires a reply of more than 5 words, in which case only 7 may be sent before requiring an action other than those classed as simple actions in the DMG.
The Final game note about Translators is that they may be fed through various magical items, or more to the point the power within them. Any charge from any item, regardless of origin (ie a wand of fire or a staff of curing) gives the Translator enough energy for two days. Translators may build this energy up, to a maximum of fourty days of energy. They may not, however, build up energy directly from a mage (or scroll) in this way. items that do not have charges, such as ioun stones or other such magical items give the Translator an amount of energy determined by the DM, based on their relative XP and game power. ie an ioun stone that gives +1 to strength is going to give more power than a bead from a necklace of missiles, as it has a permanent effect, whereas the bead is a once-off hit.
Translators can breed with another Translator through a semi-magical process. When two meet, there is a 10% (unless the DM wishes to use it only when needed etc) that the two will mate, as Translators are neither male nor female. If they do, a small two round duration spark of white lightning continuously arcs between the two, and within two weeks, another Translator will slowly appear to be created out of thin air at the point of the mating.
Translators can travel at spelljamming speeds, a feat taught them by the mages from the planet the originally came from, when it was destroyed during the first Unhuman War. They do not expend any extra energy when doing this. They can also open small portals within crystal spheres, big enough for themselves, and only staying open long enough for them to pass through (appearing as a small flash in the darkness to any onlooker).
The only treasure a Translator may carry are spent ioun stones, gems that once held magical ability, or similarly useful items. These are only useful because the way the Translators drain the energy of the item leaves it available to take dweomers. These items are kept within magical extradimensional pockets at the centre of the Translator, which automatically open when willed so by the creature, or upon its death. Nothing living may be kept here, and it is only small enough to hold 5 or 6 such items (Translators are sometimes used as carries of small messages or items by mages when they are being paid enough, but dislike doing this as they are not "carrier pidgeons").
Translators are good beings, and do act as such, but continuously require magical sustenance and will occasionally hire themselves out to evil parties if the need arises. Typically a Translator will serve one day for every day's sustenance provided, but sometimes they become bored and wish to move on. This only happens rarely, as they aren't exactly thrill seekers, but more-so when they are not with a mage and wish to be (They prefer to gain magical energy directly, but will accept items etc if need be.)
Translators have appeared occasionally upon the rock of bral, sometimes caged and captured by merchants for sale. Such a Translator can be sold for 1,500 gp, but is kept within a box on a chain (which the Translator has to keep afloat using its telekinesis powers). Translators captured in this way will attempt to escape, once they have reached a safe distance from the being that captured them. They will also explain to anyone who buys them that they do not need to be kept in a cage if they are treated correctly, and paid. Of course, if they are not paid, they will die from lack of sustenance, and buyers are not warned this by whoever sells the Translator, but usually find out from the creature itself.
Translators sleep for 6 hours in every 24 hour period. During this time they simply float in the air, as still as a piece of the furniture. Sleeping Translators are sometimes mistakenly taken for strange artwork or magical toys.
Their body is made of a metallic-like substance, hence their relatively low armour class. They weigh about 5 pounds, and do not make a sound unless they wish to.