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<blockquote data-quote="the Jester" data-source="post: 2730575" data-attributes="member: 1210"><p>I just gotta say, I <em>love</em> finally getting to use a really tough advanced chronal repeater! </p><p></p><p>(For those of you who don't know, this freaky temporal construct was first encountered in the party's original run in Bile Mountain, but it was a standard- i.e. CR 17- specimen.)</p><p></p><p><strong>ADVANCED CHRONAL REPEATERS (2)--- CR 20</strong></p><p>LN huge constructs (time)</p><p><strong>Init</strong> always 33; <strong>Senses</strong> Listen +33, Spot +33</p><p><strong>Aura</strong> strong lawful and temporal</p><p><strong>Languages</strong> understands Forinthian</p><p> </p><p><strong>AC</strong> 31, <strong>touch</strong> 26, <strong>flat-footed</strong> 31; temporal displacement, uncanny dodge</p><p><strong>Hit Dice</strong> 27d10+40 (191, 196); temporal displacement </p><p><strong>Fort</strong> +9, <strong>Ref</strong> +14, <strong>Will</strong> +10; improved evasion, temporal displacement</p><p> </p><p><strong>Speed</strong> Fly 60 ft. (12 squares) (perfect); sand</p><p><strong>Melee</strong> 3 slams +29 (3d6+11 plus slow plus stun) </p><p><strong>Base Atk</strong> +20; <strong>Grp</strong> +39</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft. </p><p><strong>Atk Options</strong> repetitive strike </p><p><strong>Special Actions</strong> sand </p><p> </p><p><strong>Str</strong> 32, <strong>Dex</strong> 20, <strong>Con</strong> -, <strong>Int</strong> 15, <strong>Wis</strong> 12, <strong>Cha</strong> 12</p><p><strong>SQ</strong> construct qualities, disappear, fast healing 5, haste, perfect initiative, temporal displacement</p><p><strong>Feats</strong> Ability Focus (stun), Alertness, Combat Reflexes, Dodge, Improved Initiative (B), Improved Natural Attack (slam), Mobility (B), Spring Attack</p><p><strong>Epic Feats</strong> Superior Initiative</p><p><strong>Skills</strong> Knowledge (time) +32, Listen +33, Sense Motive +33, Spot +33</p><p> </p><p>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 its other self and attack or full attack him twice, but if it does this it must attack the same opponent for two rounds.</p><p></p><p>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 Fort save, DC 24, 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. The save DC is charisma-based.</p><p></p><p>Slow (Su): Any creature struck by the chronal repeater’s slam attack must make a Will save, DC 24, or be slowed (as the spell, 15th level caster). The save DC is charisma-based.</p><p></p><p>Stun (Su): Any creature struck by the chronal repeater’s slam attack must also make a Fort save, DC 26, or be stunned for 1d4 rounds. The save DC is charisma-based.</p><p></p><p>Disappear (Su): As a standard action the chronal repeater can disappear. It still leaves a trail of silver sand, however.</p><p></p><p>Haste (Su): The chronal repeater is always hasted (as the spell, 15th level caster); this ability can be resumed as an immediate action if it is dispelled or suppressed. The effects of this ability are factored into the stat block above.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>...well, okay, more than one. Guardian a <em>mean</em> inevitable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But still.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2730575, member: 1210"] I just gotta say, I [i]love[/i] finally getting to use a really tough advanced chronal repeater! (For those of you who don't know, this freaky temporal construct was first encountered in the party's original run in Bile Mountain, but it was a standard- i.e. CR 17- specimen.) [B]ADVANCED CHRONAL REPEATERS (2)--- CR 20[/B] LN huge constructs (time) [b]Init[/b] always 33; [b]Senses[/b] Listen +33, Spot +33 [b]Aura[/b] strong lawful and temporal [b]Languages[/b] understands Forinthian [b]AC[/b] 31, [b]touch[/b] 26, [b]flat-footed[/b] 31; temporal displacement, uncanny dodge [b]Hit Dice[/b] 27d10+40 (191, 196); temporal displacement [b]Fort[/b] +9, [b]Ref[/b] +14, [b]Will[/b] +10; improved evasion, temporal displacement [b]Speed[/b] Fly 60 ft. (12 squares) (perfect); sand [b]Melee[/b] 3 slams +29 (3d6+11 plus slow plus stun) [b]Base Atk[/b] +20; [b]Grp[/b] +39 [b]Space[/b] 15 ft.; [b]Reach[/b] 15 ft. [b]Atk Options[/b] repetitive strike [b]Special Actions[/b] sand [b]Str[/b] 32, [b]Dex[/b] 20, [b]Con[/b] -, [b]Int[/b] 15, [b]Wis[/b] 12, [b]Cha[/b] 12 [b]SQ[/b] construct qualities, disappear, fast healing 5, haste, perfect initiative, temporal displacement [b]Feats[/b] Ability Focus (stun), Alertness, Combat Reflexes, Dodge, Improved Initiative (B), Improved Natural Attack (slam), Mobility (B), Spring Attack [b]Epic Feats[/b] Superior Initiative [b]Skills[/b] Knowledge (time) +32, Listen +33, Sense Motive +33, Spot +33 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 its other self and attack or full 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 Fort save, DC 24, 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. The save DC is charisma-based. Slow (Su): Any creature struck by the chronal repeater’s slam attack must make a Will save, DC 24, or be slowed (as the spell, 15th level caster). The save DC is charisma-based. Stun (Su): Any creature struck by the chronal repeater’s slam attack must also make a Fort save, DC 26, or be stunned for 1d4 rounds. The save DC is charisma-based. Disappear (Su): As a standard action the chronal repeater can disappear. It still leaves a trail of silver sand, however. Haste (Su): The chronal repeater is always hasted (as the spell, 15th level caster); this ability can be resumed as an immediate action if it is dispelled or suppressed. The effects of this ability are factored into the stat block above. 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. 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. ...well, okay, more than one. Guardian a [i]mean[/i] inevitable. :) But still. [/QUOTE]
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