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<blockquote data-quote="Herobizkit" data-source="post: 3675380" data-attributes="member: 36150"><p>Perhaps each use of the dimensional gate has a percent chance of attracting the attention of 1-4 Time Elementals... (copied from <a href="http://boards1.wizards.com/wotc_archive/index.php/t-299045.html" target="_blank">Wizards Community</a> and cited from the D20 adventure <u>The Tide of Years</u> by Penumbra press. The elemental is listed as OGC in the adventure.) You could change the Size of them as well as per the "scaling monsters" section of the MM.</p><p></p><p>[If you don't like this version, the "original" print is in the old skool 1ed Monster Manual II.]</p><p></p><p>Time Elemental, Huge</p><p>Huge Elemental (Time)</p><p>Hit Dice: 16d8+80 (136 hp)</p><p>Initiative: +11 (+7 Dex, +4 Improved Initiative)</p><p>Speed: fly 50 ft. (perfect)</p><p>Armor Class: 19 (–2 size, +7 Dex, +4 natural)</p><p>Attacks: Slam +17/+12/+7 melee</p><p>Damage: Slam 1d12+6 and Hastening of Age effects</p><p>Face/Reach: 10 ft. by 5 ft./15 ft.</p><p>Special Attacks: Hastening of Age</p><p>Special Qualities: Elemental, damage reduction 10/+2, time subtype</p><p>Saves: Fort +9, Ref +17, Will +5</p><p>Abilities: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11</p><p>Skills: Listen +18, Spot +18</p><p>Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse (slam)</p><p>Climate/Terrain: Any</p><p>Organization: Solitary</p><p>Challenge Rating: 7</p><p>Treasure: Great Temporal Crystal (adventure related)</p><p>Alignment: Neutral</p><p></p><p>Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.</p><p></p><p>Hastening of Age (Sp): As the new cleric spell (listed below). The time elemental is able to use this once per round as part of its slam attack. Creatures and humanoids affected by this suffer a reduction to their Strength, Constitution, and Dexterity ability scores. Hastening of Age can be dispelled by Restoration, but not Lesser Restoration; it is a permanent ability drain. Wellspring of youth can also counteract it. The effects of multiple hits are cumulative.</p><p></p><p>Time Subtype (Ex): The use of spells which manipulate time acts as an energy source for the elemental. Rather than affecting the elemental as it would other creatures, such a spell cast within 100 feet of it the spell imbues the elemental with 1d8 hit points +1 per caster level used for the spell, up to +5. These are permanent hp, which raise both the elemental's current hp and its maximum. Using the Temporal Shard (adventure related) will give the elemental 1d8+5 hp each time it's activated.</p><p></p><p>A time elemental will fight until it loses all of its hit points, and so no longer has enough temporal energy left to maintain itself.</p><p></p><p>HASTENING OF AGE</p><p></p><p>Necromancy [Time]</p><p>Level: Clr 7, Sor/Wiz 7, Time 5</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: Ray of negative temporal energy</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude Negates (see text)</p><p>Spell Resistance: Yes</p><p></p><p>Used as a directed attack, the creature struck ages at an extremely rapid rate - cells degrade and bones turn brittle before their time. The victim of this attack ages one step as per the chart below; his strength, constitution, and dexterity are modified the amount specified above his new age. A character's ability score cannot be reduced below 1 in this way. Undergoing hastening of age multiple times produces cumulative affects, but casting the spell on a character of Venerable Age changes him only cosmetically; the spell cannot kill. When aged in this way, you may feel and look older, but the time allotted to your soul remains the same; for instance, though an Adult human character is now Middle Aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Note that the bonuses to Intelligence, Wisdom, and Charisma given to normally aging characters do not apply to this spell, as the target doesn't undergo the experiences that would add to these abilities.</p><p></p><p>Much like energy drain, hastening of age requires that twenty-four hours after the attack the subject must make a Fortitude saving throw (using the spell DC) to negate the effects. If he fails, the damage to his abilities and his apparent age become permanent. Success means that the effects begin to fade away. The permanent reduction to a character's ability scores can be dispelled by restoration, but not lesser restoration; it is a permanent ability drain. Wellspring of youth can also counteract it. Hastening of Age can only affect mortal creatures that suffer the affects of normal aging; undead creatures and the like are immune.Effects of Hastening of Age</p><p></p><p>. +3 Str, Dex, -1 Str, Dex, -2 Str, Dex, -3 Str, Dex,</p><p>. & Con & Con & Con & Con</p><p></p><p>Race Childhood Adulthood Middle Aged Old Age Venerable Age</p><p></p><p>Human 7 years 15 years 35 years 53 years 70 years</p><p>Dwarf 20 years 40 years 125 years 188 years 250 years</p><p>Elf 55 110 175 263 350</p><p>Gnome 20 40 100 150 200</p><p>Half-elf 10 20 62 93 125</p><p>Half-orc 7 14 30 45 60</p><p>Halfling 10 20 50 75 100</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 3675380, member: 36150"] Perhaps each use of the dimensional gate has a percent chance of attracting the attention of 1-4 Time Elementals... (copied from [URL=http://boards1.wizards.com/wotc_archive/index.php/t-299045.html]Wizards Community[/URL] and cited from the D20 adventure [U]The Tide of Years[/U] by Penumbra press. The elemental is listed as OGC in the adventure.) You could change the Size of them as well as per the "scaling monsters" section of the MM. [If you don't like this version, the "original" print is in the old skool 1ed Monster Manual II.] Time Elemental, Huge Huge Elemental (Time) Hit Dice: 16d8+80 (136 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: fly 50 ft. (perfect) Armor Class: 19 (–2 size, +7 Dex, +4 natural) Attacks: Slam +17/+12/+7 melee Damage: Slam 1d12+6 and Hastening of Age effects Face/Reach: 10 ft. by 5 ft./15 ft. Special Attacks: Hastening of Age Special Qualities: Elemental, damage reduction 10/+2, time subtype Saves: Fort +9, Ref +17, Will +5 Abilities: Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 Skills: Listen +18, Spot +18 Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse (slam) Climate/Terrain: Any Organization: Solitary Challenge Rating: 7 Treasure: Great Temporal Crystal (adventure related) Alignment: Neutral Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Hastening of Age (Sp): As the new cleric spell (listed below). The time elemental is able to use this once per round as part of its slam attack. Creatures and humanoids affected by this suffer a reduction to their Strength, Constitution, and Dexterity ability scores. Hastening of Age can be dispelled by Restoration, but not Lesser Restoration; it is a permanent ability drain. Wellspring of youth can also counteract it. The effects of multiple hits are cumulative. Time Subtype (Ex): The use of spells which manipulate time acts as an energy source for the elemental. Rather than affecting the elemental as it would other creatures, such a spell cast within 100 feet of it the spell imbues the elemental with 1d8 hit points +1 per caster level used for the spell, up to +5. These are permanent hp, which raise both the elemental's current hp and its maximum. Using the Temporal Shard (adventure related) will give the elemental 1d8+5 hp each time it's activated. A time elemental will fight until it loses all of its hit points, and so no longer has enough temporal energy left to maintain itself. HASTENING OF AGE Necromancy [Time] Level: Clr 7, Sor/Wiz 7, Time 5 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray of negative temporal energy Duration: Instantaneous Saving Throw: Fortitude Negates (see text) Spell Resistance: Yes Used as a directed attack, the creature struck ages at an extremely rapid rate - cells degrade and bones turn brittle before their time. The victim of this attack ages one step as per the chart below; his strength, constitution, and dexterity are modified the amount specified above his new age. A character's ability score cannot be reduced below 1 in this way. Undergoing hastening of age multiple times produces cumulative affects, but casting the spell on a character of Venerable Age changes him only cosmetically; the spell cannot kill. When aged in this way, you may feel and look older, but the time allotted to your soul remains the same; for instance, though an Adult human character is now Middle Aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Note that the bonuses to Intelligence, Wisdom, and Charisma given to normally aging characters do not apply to this spell, as the target doesn't undergo the experiences that would add to these abilities. Much like energy drain, hastening of age requires that twenty-four hours after the attack the subject must make a Fortitude saving throw (using the spell DC) to negate the effects. If he fails, the damage to his abilities and his apparent age become permanent. Success means that the effects begin to fade away. The permanent reduction to a character's ability scores can be dispelled by restoration, but not lesser restoration; it is a permanent ability drain. Wellspring of youth can also counteract it. Hastening of Age can only affect mortal creatures that suffer the affects of normal aging; undead creatures and the like are immune.Effects of Hastening of Age . +3 Str, Dex, -1 Str, Dex, -2 Str, Dex, -3 Str, Dex, . & Con & Con & Con & Con Race Childhood Adulthood Middle Aged Old Age Venerable Age Human 7 years 15 years 35 years 53 years 70 years Dwarf 20 years 40 years 125 years 188 years 250 years Elf 55 110 175 263 350 Gnome 20 40 100 150 200 Half-elf 10 20 62 93 125 Half-orc 7 14 30 45 60 Halfling 10 20 50 75 100 [/QUOTE]
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