the Chronal Repeater

the Jester

Legend
This is a particularly nasty monster in my story hour. I posted it in my rogues' gallery thread, but I figured it couldn't hurt to put it up here and see what all you folks think of it...

Chronal Repeater
Large Construct (time)
Hit Dice:
15d10 (82 hp)
Initiative: Always 28 (see text)
Speed: Fly 90’
AC: 28 (-1 size, +4 dex, +4 haste, +4 insight, +7 natural)
Attacks: Slam +12/7 melee
Damage: Slam 1d8+9 plus slow plus stun
Face/Reach: 5’x5’/10’
Special Attacks: Repetitive strike, sand, slow, stun
Special Qualities: Perfect initiative, haste, temporal displacement, improved evasion, uncanny dodge, fast healing 5, disappear
Saves: Fort +5, Ref +9, Will +6
Abilities: Str 24, Dex 19, Con -, Int 15, Wis 12, Cha 12
Feats: Improved Initiative*, Mobility*
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Often lawful neutral
Advancement Range: 16-21 HD (large), 22-44 HD (huge), 45 HD (gargantuan)

Description: A chronal repeater is a very rare construct made by one who is gaining a significant mastery over time. The creature looks like a rapidly spinning bluish-grey cloud of vapor that leaves a trail of silver sand behind it. Chronal repeaters speak no languages but understand their creator’s primary language.

Combat: A chronal repeater is a dangerous opponent in battle. It seeks to move across as much of the battlefield as possible, spreading its sand everywhere. A chronal repeater usually uses its repetitive strike ability every round.

Repetitive Strike (Su): Because it can wander over the timeline in ways normal creatures cannot, a chronal repeater can attack three different opponents at once as an attack or full attack option. If it does this, it must attack the same three creatures each round for three rounds and seems to split in three as it does so. If it cannot attack a creature in the second and third rounds of using this ability, the chronal repeater suffers 2d6 points of damage per opponent that it cannot attack per round. The chronal repeater can also split itself seemingly in two to flank an opponent with itself and attack him twice, but if it does this it must attack the same opponent for two rounds.

Sand (Su): For three rounds after a chronal repeater has passed, it leaves a trail of glittering sand through the air in its wake. Any creature that travels through this trail must make a Fortitude save, DC 18, or suffer 1d4 points each temporary dex and con damage. An area dispel magic will destroy all the sand in the area of effect if the caster’s dispel check against a 15th-level caster is successful. A break enchantment spell will also dispel the sand in its area of effect.

Slow (Su): Any creature struck by the chronal repeater’s slam attack must make a Will save, DC 18, or be slowed (as the spell, 15th level caster).

Stun (Su): Any creature struck by the chronal repeater’s slam attack must also make a Fort save, DC 18, or be stunned for 1d4 rounds.

Perfect Initiative (Su): Because it can jump back in time to react more quickly, the chronal repeater is always treated as if it rolled a 20 for initiative.

Haste (Su): The chronal repeater is always hasted (as the spell, 15th level caster); this ability can be resumed as a free action if it is dispelled or suppressed.

Temporal Displacement (Su): Because it can sometimes move out of the way after the fact, all attacks, even ones that normally never miss such as magic missiles, suffer a 50% miss chance against the chronal repeater.

Disappear (Su): As a standard action the chronal repeater can disappear. It still leaves a trail of silver sand, however.

Feats: The chronal repeater gains improved initiative and mobility as bonus feats, even though it does not have the prerequisite for mobility.
 

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Incredibly cool creature, one question though. What exactly happens when the Chronal Repeater dissapears? Is it invisible? Dead? What? (O.K. that's four questions. :D)
I really like this, and might use it in my campaign, if I ever have the players face a Time Lord... :D

Later,
 

Oh, sorry! Disappear is in Relics & Rituals- you turn invisible for two rounds (1st-level spell, tres cool).

Glad you like it! The pcs had a devil of a time with it- fittingly, since it's CR 17 and they were a party averaging about 14th level.
 


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