Merandius the Lich
Guardian of Time
Medium male Undead
10th Chronomancer/10th Guardian of Time/10th
Fate Spinner
Hit Dice: 30d12 (195 hit points)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 27 (+4 Dex, +10 Natural, +3 Deflection)
Attacks: Staff of the Magi +18/+13 melee or +3 Dagger +21/+16
melee or Touch +18/+3 melee
Damage: Staff of the Magi 1d8+3 or +3 Dagger 1d4+6 or 1d8+8 (will
DC 29 for half)
Face/Reach: 5 x 5 ft/ 5 ft.
Special Attacks: Spells; Fear Aura, Paralyzing Touch (Fort DC 30 or
feign death), Voice of Maleficence, Grasp of Death (Fort DC 30 or die) 1/day,
Doom Gaze (Fort DC 30 or die) within 30 ft.
Special Qualities: Scribe Scroll, Summon Familiar, See Anachronism, sever lifeline, spell advancement, DC
+5, Chronomancy Reflection, Detect Chronomancer, Historical Sense, Reincarnation,
Sense Alternity, Remembrance, Advanced Historical Sense, Summon Time Elemental,
Ignore Chronomancy, Spin Fate, Fickle Finger of Fate, As Fate would have it,
Spin Destiny, Deny Fate, Luck to the Wind, Seal Fate, Favored One, SR 40, Turn
Resistance, DR 20/+2, Immunities
Saves: Fort +21, Ref +20, Will +26
Abilities: Str 16, Dex 18, Con -, Int 20 (30), Wis 18, Cha 20
Skills: Alchemy +28 (33), Concentration +38 (43), Craft (woodworking)
+38 (43), Gather Information +15, Knowledge (Arcana) +38 (43), Knowledge (History)
+38 (43), Scry +38 (43), Spellcraft +38 (43), Hide +12, Listen +12, Move Silently
+12, Search +13, Sense Motive +12, Spot +12
Feats: Improved Initiative, Oracle, Chronomancer, Combat Casting, Combat Reflexes,
Quicken Spell, Persistent Spell, Quick Draw, Automatic Quicken (Epic),
Epic Spellcasting, Ritual Focus, Spell Opportunity (Epic),
Maximize Spell, True Sight
Climate/Terrain: Citadel of Time
Organization: Solitary
Challenge Rating: 32
Treasure: Staff of the Magi, Amulet of Epic Natural Armor +10, Headband
of Epic Intellect +10, Mantle of Epic Spell Resistance (grants SR 40),
Cloak of Resistance +5, Ring of Protection +3, Ring of Wizardry IV, Rod of Wonder,
Rod of Negation, Rod of Thunder and Lightning, Carpet of Flying, Brooch of Shielding
(80 pts of magic missile absorption), Brazier of Commanding Fire Elementals,
Crystal Ball (with detect thoughts), Book of Infinite Spells, Medallion of Thoughts
Alignment: Neutral
Advancement: By Character Class
Chronomancy in Inzeladun was discovered by Grindill and Groll in the Fourth Age. Groll chose to specialize in the new magic while his master, Grindill, went on to other things. As Groll took on new apprentices, the need for someone to watch the activities of the chronomancers became apparent. He took on the title 'Guardian of Time'. As other chronomancers grew in power and proved their responsible handling of their powers, Groll added them to the new Order.
Groll eventually sacrificed his humanity to save Inzeladun and became a
lich. He also became a dedicated foe of Grindill... and of his past self.
Combat
He fights mostly with spells (cast as a 26th level Chronomancer)
or his staff of the magi.
Spells Prepared:
0 level: Moment, Open/Close, Read Magic, Detect Magic
1st level: Delay Image, Detect Temporal Anomaly,
Precognitive Sense, Comprehend Languages, Charm Person, Awaiting
2nd level: Life Sounding, Time Slip
(x3), Contingent Action, Switch Fate
3rd level: Bliss, Melee Manager, Minor Paradox,
Time Snare, Displacement, Dispel Magic
4th level (all x2): Prophecy, Temporal Push, Temporal
Disjunction, Aging Stroke, Polymorph Self, Polymorph Other
5th level: Cone of Cold, Temporal Wall,
Branard's Future Dispatcher, Contact Other Plane, Prying Eyes
6th level: Magic Manager, Legend Lore, True Seeing,
Mislead, Chain Lightning
7th level: Temporal Eye, Branard's
Future Banishment, Teleport
Without Error (x2), Limited Wish
8th level: Accelerate Lifeline, Time Reaver,
Time Stop, 20 Minutes
9th level: Wish, Temporal
Abstraction, Meteor Swarm, Branard's Future Imprisonment
Epic Spells: Contingent Resurrection, Dreamscape, Ruin, Epic Mage Armor
Summon Familiar: See the Sorcerer description.
Time Sense: The Chronomancer may make a Wisdom check (DC 5) to know the
time of day precisely. (DC 10 if on a world where time flows differently
than his homeworld). On a check, DC 10, he knows how much faster or slower
time travels in his current locale. The DC increases by 1 for every 24
hour period that passes that the chronomancers is without a verifiable time
source.
Spell Mastery: Beginning at 3rd level, a chronomancer can choose to take
the feat Spell Mastery. In addition, Detect Temporal Anomaly, and
Time Slip are considered Mastered as soon as the chronomancer achieves the
necessary level to cast them.
Immunity to Slow and Haste spells: Beginning at 5th level,
a chronomancer becomes immune to the effects of slow and haste
spells.
See Anachronism: The Time Lord can see things that are out of their time
period - even if disguised by magic - or are under some chronomantic influence.
This power is constant.
Sever Lifeline: As per the spell in "Chronomancer" with the
same effects. Time Lords can do this far earlier than other chronomancers.
Time Lords often need to cross their own trails.
Spell Advancement: Guardians of Time advance in spells as if they had
moved up one level in Chronomancer.
DC +5: The Difficulty Class of any chronomancy spell cast by a time lord
increases as he moves up in levels and becomes more and more in tune with Temporal
Prime.
Chronomancy Reflection: Any targeted chronomancy spell can be reflected
back at the caster if the Guardian of Time makes a successful save. The
Guardian of Time gains a save even against chronomancy spells that otherwise
do not get a save. The DC of any reflected spell is +2.
Detect Chronomancer: The Time Lord can sense another chronomancer much
like a Paladin can detect evil. Range and other information are identical
to the paladin ability.
Historical Sense: A Chronomancer can touch a lifeline and know the basic
history of the person. Any questions regarding the person whose life line
was touched would be answered at a DC of 10, modified by intelligence.
This knowledge lasts until another lifeline is touched for its historical sense.
Reincarnation: The Time Lord becomes touched by the Maelstrom
where the headquarters are located (see "Chronomancer"). This
touching adds an alien quality to the Time Lord. He can reincarnate
12 times. This reincarnation is usually done upon death, but can
sometimes be done at will ~ DC 40. Time Lords cannot choose their appearance,
unless they take the Reincarnation Feat (which will be detailed later).
Time Lords who reincarnate keep their levels and classes, but they may choose
new feats and may redistribute their skills as different parts of their mind
is accessed. Personality also changes.
Sense Alternity: The Guardian of Time knows when he is in an alternate
or changed time line. He may or may not know what the change was, but
he will know something changed. A wisdom check at DC 25 determines
if the Time Lord knows what the change was.
Remembrance: The Guardian of Time sometimes needs outside help to set
things right. He has the power to cause a group a people to remember the
"true" timeline if time was altered. He can affect one person
per Guardian level per day.
Advanced Historical Sense: The Guardian of Time, by concentrating on
a person or place for a full round, can gain an understanding of the historical
significance of that person or place. Any questions regarding this information
can be answered with a DC of 10, modified by intelligence. The knowledge
lasts until another person or place is concentrated on.
Summon Time Elemental: The Guardian of Time can summon and control a
Time Elemental once per day for one hour (relatively speaking).
Ignore Chronomancy: The tenth level Guardian of Time has such a mastery
over chronomancy that he may ignore any chronomantic effect he desires.
This is at will and at his discretion and functions even if he is asleep, unconscious,
or otherwise incapacitated. Basically, if the Time Lord does not WANT
to be affected, he will not be affected.
Spin Fate (Ex): Groll can adjust the probability of certain events He
can choose to subtract 2 from a spell's save DC (making it easier to resist),
storing those two points as spell karma. Each time Groll adjusts a spell, he
accumulates another 2 points of spin. At any one time, Groll can store 30
points of spin. He can use these points to boost the DC of other spells, spending
up to 3 points on any one spell.
Deny Fate (Ex): Groll may reroll any two rolls per day that he has just
made. He must accept the reroll.
Fickle Finger of Fate (Ex): Groll can affect the luck of others. Once
per day he may reroll one roll that another creature, friend or foe, has just
made, and that creature must accept his roll.
As Fate Would Have It: Fate conspired with circumstances so that Groll
could learn a bonus Metamagic feat.
Spin Destiny (Ex): Groll can add spin to boost any skill check, attack
rolls, or saving throws. He can add up to 30 points to any roll, if he has
that much stored.
Luck to the Wind (Ex): Groll can appease chance by casting his spells
so that the save DC's are 1d20+spell level + intelligence modifier (instead
of 10 + spell level + int modifier). He can modify this with stored spin.
Seal Fate (Sp): Groll can meddle in matters literally of life and death.
Once per day, he can attempt to seal the fate of one other critter. As a standard
action, Groll selects a Large or smaller critter he can see within 100 feet
and speaks the words, "Your fate is sealed." The target must make
a successful Fort save (DC 20) or die. Even if the save is successful, the
target takes 3d6+13 points of damage. Groll can add spin to increase the Fortitude
save DC, to increase the damage, or both.
"Inzeladun", its history, and related characters © 1984, 2000 Vincent N. Darlage. All rights reserved.