Mizmazer (3.5e Monster)

''Before you there was a tall slender humanoid figure, its skin transparent like glass and its thin silvery bone structure seemingly incomplete and stylized. On its pals were two swirling vortexes of energy, and where a face should be instead blossomed thousands of hair-thin tendrils which wavered in the air as if tasting it. The air distorts around it as it approaches.''

The mizmazer is a creature from the mad world known as the Far Realm, a strange and alien being whose entire purpose is shrouded in mystery. They have the power to warp and distort reality, rebuilding it into labyrinths and mazes and seemingly searching for something. Some scholars believe them to be scouts to some greater entity, and question of these creatures even possess free will or if they are some manner of semi-organic automation. Benevolent or not, their presence is often hostile to the local environment and its creatures.

A mizmazer cannot speak, but seems to understand Common and all languages of the outer planes (such as Abyssal and Celestial, but even more obscure languages such as Modron). They stand 7 ft tall but are very thin and barely weigh over 108 lbs. Mazmazrs do not eat, sleep, or breathe.

Combat
Mizmazers do not fight directly. Instead they summon astral constructs to fight for them, then either vanish with Cloak Dance, flee, or otherwise remove themselves from direct harm. However, though the mizmazer is not terribly durable it is difficult to get rid of. Few realize that once it "dies" and becomes an oubliette chrysalis it still lives, and are shocked when the "treasure" they've dropped springs back to life full of rage and fury.

Analysis :  A mizmazer may use the effect of object reading on anything it touches at will. It can also read creatures, in which case it gets the creature's racial name, type and subtype, age and basic vitals like height and weight, any conditions the creature is currently under, and then who the creature originated from genetically (if any) as it studies the creature. It must be touching the creature to analyze.

Crystal Body : The mizmazer's body counts as a crystalline creature for the purpose of interacting with spells and effects such as shatter. It is immune to all [Light] spells, but takes +50% more damage from sonic damage. A close up view of the body reveals its entire form seems to be one complex and near microscopic maze, with the only entrances being the portals upon its hands.

Disruptive Touch :  With a touch the mizmazer can teleport small pieces of the body away similar to dissipating touch. As an attack action it makes a touch attack which deals 1d8 damage.

Distorted Aura :  A mizmazer distorts reality around it. The space in a 10 ft radius around the mizmazer requires 2 squares of movement to be expended instead of 1. This is functionally difficult terrain, though it does not stop charge attacks unless the charge attack runs out of movement before reaching the mizmazer. The mizmazer seems to be unaffected by its own aura.

Extraordinary Health : A mizmazer always receives maximum hit points per hit die.

Immunities : The mizmazer is immune to charms and compulsions, petrification, poison, and polymorphing. It is also immune to electricity damage.

Oubliette Chrysalis : When a mizmazer reaches 0 hp, it immediately collapses into a strange crystal two sizes smaller than it. Inside the crystal it is not dead, but slowly regenerating. A creature can touch the crystal and enter it with a successful DC 10 Int check. The interior is not unlike a maze spell, and instead of leaving the crystal on a DC 20 Intelligence check, you reach the center of the maze. Here is a complex of organic fibers and wires, a webbing suspending a suspiciously human brain. By destroying the brain (AC 9, 1 hp) the mizmazer dies and the brain and any creatures in the maze are immediately ejected.

If a mizmazer's brain is not destroyed after 2 minutes of regeneration, the mizmazer can re-form at full health as it appears out of the crystal. It retains its normal senses in crystal form, and thus can choose not to re-appear until it desires, usually to ambush the party who have picked it up thinking it to be a valuable jewel.

Perfect Pathfinding : A mizmazer always knows where it is, and never gets lost in a maze.

Psi-Like Abilities PS undefined: At will-control light, create sound, far hand, matter agitation; 1/hour- astral construct; 3/day-crystal shard, telekinetic maneuver, vigor; 1/day-body adjustment, dispel psionics, psionic dimension door, time hop (DC 19). The saving throws are Intelligence based.

The mizmazer has a special option for its astral constructs. It can choose to summon 1d3 astral constructs which are 2 PP weaker than normal, or 1d4+1 astral constructs which are 4 PP weaker than normal.

Reshaping :  The mizmazer can add space where there should be none. It can effectively duplicate the effects of a lyre of building, using a Knowledge Engineering check instead of perform. It can only build, it cannot re-enforce objects like the lyre. When doing so it adds new building material in an occupied space, so that it could construct additional rooms in a doorway between one room and the next. These extradimensional spaces can result in the inside being larger than the outside, and if the mizmazer dies the extradimensional spaces quickly begin to collapse over 1 minute. A creature inside an extradimensional space after 1 minute is shunted to the nearest valid space, taking 1d6 damage every 10 ft traveled.

Supposedly, a mizmazer's extradimensional expansions persist after death if the creations have existed for a year and a day.