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FuckYeahJohnBlanche |
It appears immobile at first, but any action within 60' of it (or in the same room) will prompt it to change to one of nineteen ballet-like positions (like those old pulley-robots at Disneyland) and cause its wand to replicate one of the nineteen powers of a Wand of Wonder (see AD&D DMG for full details of powers). The actions and corresponding reactions are as follows:
Creature moves toward Spinneskele: Slow
Creature moves away from Spinneskele: Delusion
Creature directly attacks with weapon or unarmed: Gust of Wind
Creature casts spell: Stinking Cloud
Creature starts fire or lights an object with an existing fire: Heavy Rain
Creature talks to other creature or self: Summon
Creature talks to Spinneskele: Lightning bolt
Creature sleeps: Butterflies
Creature eats: Enlarge
Creature breaks an object: Darkness
All creatures present do nothing: Grass grows
Creature activates magic item: Vanish
Creature harms Spinneskelle: Diminish
Creature drops item (throwing things at the Spinneskelle counts as an attack, above): Fireball
Creature picks up item: Invisibility
Creature harms room or environment: Plant growth
Creature harms other creature: 10-40 gems
Creature attempts to steal wand: Shimmering colors
Creature dies: Flesh to stone (on another creature)
The Spinneskelle itself holds the wand with an unbreakable grip until destroyed. It has two or three times boss hit points (it's pretty easy to hit, though).
If the Spinneskelle is destroyed, the wand may be taken and will function as a Wand of Wonder except the given powers key off foes actions as above rather than a die roll. However, remember, it is still a wand, so you'll look like an idiot.
(P.S. To make your players look extra stupid, make the wand only work if you adopt the Spinneskelle's positions.)
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