DEODANTH
Deodanths are strange, silver-skinned creatures with a strange, elfin look to their features and wicked barbed spurs on the backs of their hands. They claim to be vampiric elves from the future, but not all of their claims hold up to scrutiny; for instance, they seem to be largely ignorant of the racial separation between the elves and the eladrin, and deodanths that claim to have been in the present for only a short time often seem ignorant of the very existence of eladrins. One thing is certain, however: deodanths have an uncanny mastery over their own personal time frame. They are deadly opponents that prefer elven and especially eladrin victims (whom they insist on referring to as elves).
DEODANTH SLIPPER--- Level 16 Lurker
Medium natural humanoid (time, undead)--- XP 1400
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Initiative +19; Senses Perception +10; darkvision
HP 118; Bloodied 59
AC 30; Fortitude 27; Reflex 30; Will 28
Resist necrotic 20; Vulnerable radiant 15
Speed 8
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[Melee basic] Deodanth Spur (standard; at will): +21 vs. AC; 1d4+7 damage.
[Melee] Sudden Spur Slash (standard; at will): Only with combat advantage; +21 vs. AC; 5d4+7 damage and target is slowed (save ends).
Swift Tumble (immediate interrupt; when an attack targets the deodanth’s Reflex defense; recharges when first bloodied): The deodanth slipper shifts 4. If it is no longer in range of the attack, the attack misses it.
Timeslip (move; at will) Time: The deodanth vanishes and reappears 1d4 rounds into the future. If another creature or object occupies its space at that point, the deodanth slipper instead reappears prone in the closest open space (if multiple spaces are equally close, the deodanth chooses which space it appears in) and both it and the creature or object occupying the space it was originally in suffer 3d10 points of damage. When the deodanth reappears, it gains combat advantage against each creature until the start of that creature’s next turn.
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Alignment evil; Languages Elven, Common, Deodanth
Skills Arcana +19, Stealth +20
Str 19; Dex 25; Wis 15
Con 16; Int 22; Cha 21
DEODANTH ELADRICIDE--- Level 17 Soldier
Medium natural humanoid (time, undead)--- XP 1600
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Initiative +16; Senses Perception +10; darkvision
HP 160; Bloodied 80
AC 33; Fortitude 31; Reflex 30; Will 29
Resist necrotic 20; Vulnerable radiant 15
Speed 8
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[Melee basic] Deodanth Spur (standard; at will): +24 vs. AC; 1d4+7 damage.
[Melee] Elf-Slaying Spur (standard; at will): Only targets elves, eladrin, drow or half-elves; +25 vs. AC; 5d4+7 damage, plus target loses a healing surge.
[Melee] Bite (standard; at will) Necrotic: +23 vs. AC; 2d8+7 necrotic damage, plus ongoing 5 necrotic.
Timeslip (move; at will) Time: The deodanth vanishes and reappears 1d4 rounds into the future. If another creature or object occupies its space at that point, the deodanth slipper instead reappears prone in the closest open space (if multiple spaces are equally close, the deodanth chooses which space it appears in) and both it and the creature or object occupying the space it was originally in suffer 3d10 points of damage. When the deodanth reappears, it gains combat advantage against each creature until the start of that creature’s next turn.
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Alignment evil; Languages Elven, Common, Deodanth
Skills Arcana +19, Stealth +20
Str 24; Dex 22; Wis 15
Con 16; Int 22; Cha 21
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Equipment grisly trophies
DEODANTH LIFESUCKER--- Level 20 Lurker
Medium natural humanoid (time, undead)--- XP 2800
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Initiative +23; Senses Perception +12; darkvision
HP 142; Bloodied 71
AC 34; Fortitude 33; Reflex 35; Will 31
Resist necrotic 20; Vulnerable radiant 15
Speed 8
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[Melee basic] Deodanth Spur (standard; at will): +25 vs. AC; 1d4+9 damage.
[Melee] Bite (standard; at will) Necrotic: +25 vs. AC; 2d8+9 necrotic damage, plus ongoing 10 necrotic.
[Melee] Deodanth Embrace (standard; recharge 5 6) Charm, Necrotic: Only against an immobilized target or with combat advantage; +23 vs. Will; Hit: 4d6+5 necrotic damage, and the target cannot target the deodanth lifesucker with any attacks (save ends).
[Ranged] Captivating Gaze (minor; recharge 5 6) Charm: Range 10; +23 vs. Will; target is immobilized (save ends).
Timeslip (move; at will) Time: The deodanth vanishes and reappears 1d4 rounds into the future. If another creature or object occupies its space at that point, the deodanth slipper instead reappears prone in the closest open space (if multiple spaces are equally close, the deodanth chooses which space it appears in) and both it and the creature or object occupying the space it was originally in suffer 3d10 points of damage. When the deodanth reappears, it gains combat advantage against each creature until the start of that creature’s next turn.
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Alignment evil; Languages Elven, Common, Deodanth
Skills Stealth +24
Str 24; Dex 28; Wis 15
Con 16; Int 21; Cha 21