MEDIUM CONSTRUCT (Energy, Extraplanar, Virus)
Hit Dice: 20d10+200 (310 hp)
Speed: 30 ft. (6 squares), fly 300 ft. (perfect)
Armor Class: 35 (+5 Dex, +10 deflection, +10 natural), touch 25, flat-footed 30
Base Attack/Grapple: +15/+20
Attack: Slam +20 melee (1d4+5)
Full Attack: 2 slams +20 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Nulls, psionics, talons
Special Qualities: Construct traits, darkvision 60 ft., energy traits, hardness 10, looking-glass, low-light vision, masks, transfinite power reserves, unearthly grace, virus traits
Saves: Fort +28, Ref +23, Will +17
Abilities: Str 20, Dex 20, Con 30, Int 20, Wis 8, Cha 30
Skills: Appraise +5 (+7 baking, visual art), Bluff +33, Concentration +33, Craft (baking, visual art) +28, Diplomacy +12, Disguise +10 (+12 acting), Gather Information +10 (+12 in systems), Hide +13, Intimidate +35, Knowledge (psionics, systems, the Net, the Web) +28, Listen +7, Move Silently +13, Navigate +5 (+7 the Net), Perform (dance) +33, Psicraft +30, Sense Motive +1, Spot +7, Survival +5 (+7 the Web)
Feats: Craft Universal Item, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Overchannel, Quicken Power
Environment: Mainframe (her Lair in Lost Angles)
Challenge Rating: 20
Treasure: Triple standard
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: -
"So many moods... so little time."
Hexadecimal is Megabyte's sister, the self-styled Queen of Chaos. Both more powerful and infinitely less rational than her brother, she exists only to forment chaos and wreak havoc in a system. Where his plots aim to conquer Mainframe as a stepping stone to the Supercomputer, she has almost destroyed the system on more than one occasion.
When not amusing herself with her latest scheme, she resides in her towering Lair on the blasted island of Lost Angles, accompanied by her camera-cat-familiar Scuzzy, the boisterous Mike the TV, and her legions of nulls.
Hexadecimal is happy to lunge at a foe with her talons extended, but her immense power rarely makes that a necessity. She employs telekinetic powers, energy powers, and null swarms to great effect. She delights in scrying on foes intruding in her lair, and does not hesitate to use reality revision to teleport or telekinetically manipulate them as she wishes.
Hexadecimal's natural weapons, as well as any weapons she wields, are treated as being cold iron for the purpose of overcoming damage reduction.
Hexadecimal's metal body is as hard as cold iron. Fire, electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to her; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to her; divide the damage dealt by 4 before applying the hardness.
Hexademinal's looking-glass is an oval, levitating, gold-framed mirror suspended in the air of her Lair. It allows her to scry on any creature or location at will. She may communicate with creatures reflected in the mirror at her option, as well as target them with her telekinetic and reality powers. If shattered, the looking-glass becomes a gate (planar travel version) to the Web for 1d4 minutes.
Hexadecimal's masks are the only thing that keeps her power in check. If they are ever removed (e.g. via a vorpal weapon, a carefully worded wish, etc.) she is dazed and must make a Fortitude save (DC 30) each round as her powers spiral out of control, telekinetically seizing all unattended objects within 30 feet and whirling them around her and starting an earthquake. Once she fails one of these Fortitude saves she explodes, dealing damage equal to her current power points to all creatures and objects within one mile. Only restoring her masks can prevent this effect.
As a full-round action, Hexadecimal may summon a flood of nulls (energy-draining, indestructible, rainbow-coloured, squealing slug-like creatures that were once sprites before they were degraded by the User's Game Cubes). Treat this ability as creeping doom, save that the summoned swarms are immune to all harm and they deal additional negative energy damage equal to their base swarm attack, ignoring hardness. The nulls remain until Hexadecimal chooses to dismiss them, and she may use this ability any number of times in sequence.
Hexadecimal's power over nulls allows her to produce other effects, at her and the DM's option. She may merge contiguous null swarms into the shapes of great psudopods, with slam attacks (including an equal amount of negative energy damage) as animated objects of their Hit Dice. She may even temporarily restore the intellect and memories of particular nulls.
Hexadecimal manifests powers as a 20th-level wilder (power points/day: 443, powers known: 11, save DC: 20 + power level). She draws her powers known from the wilder list and the psychokinesis discipline.
Spoiler: Psionic Powers Known
2nd: energy push, psionic levitate
3rd: telekinetic force, telekinetic thrust
4th: energy ball, telekinetic maneuver
5th: psionic plane shift
6th: psionic disintegrate
8th: bend reality, psionic greater teleport
9th: reality revision
As a standard action, Hexadecimal may extend or retract deadly talons from her nails. While they are extended, her slam attacks become claw attacks with the keen and vorpal properties and her reach increases to 10 feet.
Transfinite Power Reserves (Ex)
Hexadecimal's power is almost inexhaustible. She is treated as having the wild surge +6 ability, save that she may use it in conjunction with her Overchannel feat and never suffers psychic enervation. Additionally, she may spend her hit points as though they were power points, and conversely may subtract any damage she suffers from her power points instead of her hit points. Finally, she ignores the first 40 points of damage from negative energy sources and reduces the amount of power points she would lose from hostile effects (e.g. psychic vampire) by 40.
Unearthly Grace (Su)
Hexadecimal adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Hexadecimal has a +8 racial bonus on Hide, Listen, Move Silently, and Spot checks and receives skills as though she were a fey creature.
Hexadecimal has undergone numerous transformations over her life, as befitting someone of her mercurial nature.
This is the "standard" version of Hexadecimal, with statistics as given above.
This is Hexadecimal after her possession by a Web Creature (which escaped after the destruction of her first looking-glass). Reduced to reptilian hissing and unable to use most of her powers, this Hexadecimal is consumed by an alien malevolence and driven to merge with Megabyte to form Gigabyte. However, she subconsciously draws nulls from across the system to resist her possession, encasing her in the colossal Nullzilla!
Megabyte seized an opportunity to enslave his sister, implanting her with power-limiters and controlling her with a torture-collar. This version must obey Megabyte's commands but otherwise functions as Red Hex (especially once she breaks free...). Eventually, Bob the Guardian healed her mask into a functional face, transforming her to a chatic neutral alignment in the process.
Through a complicated series of events, Hexadecimal was transformed into a sprite. In this form she loses the virus subtype and almost all her powers (save for very limited control over nulls), and gains the sprite subtype and a chaotic good alignment.
This Hexadecimal has tapped into Mainframe's Core to restore her powers. She functions as Red Hex, save that she has 24 Hit Dice, a Strength score of 80, Constitution and Charisma scores of 34, hardness 20, and the Colossal Build and Epic Blow special abilities (see below).
Colossal Build (Ex)
Hexadecimal is treated as a creature of Colossal size or her actual size category, whichever is most advantageous to her at the time.
Epic Blow (Ex)
As a full-round action Hexadecimal may deliver an epic blow. Treat this a slam attack, save that any creature hit by the attack is hurled backwards at a speed of 300 feet in a straight line (even if that line would make the creature fully airborne). An creature without the ability to fly or otherwise halt its arc is helpless and will continue on indefinitely until it hits a solid surface or is brought down by gravity; even creatures that can fly are stunned for 1d4 rounds. Creatures take 1d6 points of falling damage (to a maximum of 20d6) per 10 feet travelled when they hit a surface or land.
The effects of Hexadecimal's Epic Blow apply to any creature struck by her energy push power.