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Revised ELH Abominations
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<blockquote data-quote="Belzamus" data-source="post: 4963884" data-attributes="member: 61612"><p>Here's the Phane, probably the strongest so far, though good saves would see most parties of this level through without too much hassle, I think.</p><p> </p><p>I was worried Time Stop at will was overpowered for this level, but...there's not really much he can do in a Time Stop besides run away with Greater Teleport.</p><p> </p><p>Oh, and U_K, do the CRs look low? I could see them being a bit higher, but I think a 70ish level party could handle them in most cases.. </p><p> </p><p><span style="font-size: 15px"><strong>Immortal Phane</strong></span></p><p> </p><p><strong>Large Outsider</strong> (Abomination, Chaotic, Evil, Extra-Planar, Incorporeal)</p><p></p><p><strong>Hit Dice:</strong> 72d8 +792 +360 (1,872 hp)</p><p><strong>Initiative:</strong> +57 (+49 Dexterity, +8 Superior Initiative) </p><p><strong>Speed:</strong> 80 ft., Fly 240 ft. (Perfect)</p><p></p><p><strong>Armor Class:</strong> 121 (-1 Size, +34 Deflection, +49 Dexterity, +4 Divine, +7 Dodge, +18 Insight) </p><p><strong>Flat-Footed:</strong> 65 <strong>Touch:</strong> 121</p><p></p><p><strong>Base Attack/Grapple:</strong> +72/--</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p></p><p><strong>Attack:</strong> Incorporeal Touch +146 144d8 Chronal Cold + Stasis Touch (DC 71)</p><p> </p><p><strong>Special Abilities:</strong> Chronal Blast, Spell-Like Abilities, Stasis Touch, Time Leach</p><p> </p><p><strong>Special Qualities:</strong> Abomination Traits, Chronal Displacement, DR 35/Epic and Lawful, Fast Healing 35, Legendary Dexterity, Null Time Field, Quickness, Regeneration 35, Resonating Touch, Sonic Immunity, Slipstream, Telepathy, Temporal Insight, Time Regression, SR 86</p><p> </p><p><strong>Saves:</strong> Fort +75 Ref +121 Will +81</p><p><strong>Abilities:</strong> Str 0 Dex 108 Con 36 Int 32 Wis 46 Cha 70</p><p> </p><p><strong>Skills:</strong> Balance +121, Bluff +105, Concentration +88, Diplomacy +105, Hide +121, Intimidate +105, Jump +75, Knowledge (Arcana, Religion, Nature, the Planes) +86, Listen +93, Move Silently +121, Search +86, Sense Motive +93, Spell-Craft +86, Spot +93, Swim +75, Tumble +105</p><p> </p><p><strong>Feats:</strong> Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (Incorporeal Touch), Lighting Reflexes, Mobility, Spring Attack, Weapon Focus (Incorporeal Touch)</p><p> </p><p><strong>Epic Feats:</strong> Combat Mastery, Epic Reflexes, Epic Weapon Focus (Incorporeal Touch), Fire Baptism, Improved Combat Expertise, Improved Dodge, Improved Toughness (5), Sixth Sense, Superior Initiative, Supreme Dodge, Timely Dodge</p><p> </p><p><strong>Alignment:</strong> Chaotic Evil</p><p><strong>Environment:</strong> Space, Time Distortions</p><p><strong>ECL:</strong> 114</p><p><strong>CR:</strong> 76</p><p> </p><p><strong>Combat</strong></p><p> </p><p>Phanes are horrific opponents, making use of all their terrifying temporal abilities to overwhelm opponents. </p><p> </p><p><strong>Chronal Blast</strong></p><p> </p><p>As a Standard Action, the Phane may make a Ranged Touch Attack with a range of 820 ft. The target takes 1d12 damage per <strong>their</strong> Hit Dice, i.e., if the Phane hit a 70th level fighter with this ability, he would take 70d12 damage. </p><p> </p><p><strong>Chronal Displacement</strong></p><p> </p><p>A Phane constantly shifts between time streams, making it difficult to affect with any ability. It has a 50% chance of ignoring any effect. (This stacks with its Incorporeal traits to provide a 62.5% miss chance.)</p><p> </p><p><strong>Immunities</strong></p><p> </p><p>Phanes are immune to Death by Massive Damage, Sonic Damage, and Spells from the Enchantment, Illusion, and Transmutation schools. </p><p> </p><p><strong>Null Time Field</strong></p><p> </p><p>A Phane is surrounded by a Null Time Field with a radius of 820 ft. Any opponent within the Null Time Field must make a Will Save (DC 62) each round or be unable to act, frozen in time. Those making their save are still treated as Slowed while within the Null Time Field.</p><p> </p><p><strong>Quickness</strong></p><p> </p><p>Phanes are preternaturally fast and are always treated as Hasted.</p><p> </p><p><strong>Resonating Touch</strong></p><p> </p><p>The damage of a Phane’s Incorporeal Touch Attack doubles every time it used against the same opponent consecutively. (Two doublings equals a tripling.)</p><p> </p><p><strong>Slipstream</strong></p><p> </p><p>Phanes are utterly unfettered by time. They are immune to temporal and aging effects, cannot be undermined by time travel, and join in any Time Stop cast within 820 ft.</p><p> </p><p><strong>Spell-Like Abilities</strong></p><p> </p><p>Caster Level 90th DC 62 + Spell Level</p><p></p><p><strong>Always Active:</strong> <em>Detect Good, Detect Magic, Greater Invisibility, Tongues, Unholy Aura</em></p><p><em></em><strong>At Will:</strong> <em>Greater Teleport, Quickened Slow, Trap the Soul, True Strike, Time Stop</em></p><p><strong>4/day:</strong> Safe Time, Time Duplicate</p><p> </p><p><strong>Telepathy</strong></p><p> </p><p>A Phane may communicate telepathically with any creature within 1,000 ft. that has a language.</p><p> </p><p><strong>Temporal Insight</strong></p><p> </p><p>Phanes receive an Insight Bonus on Armor Class, Attack Rolls, Caster Level, Saving Throws, and Save DCs equal to their Wisdom Modifier. </p><p> </p><p><strong>Time Leach</strong></p><p> </p><p>Once a Phane has sealed an opponent in Temporal Stasis, it begins to leach away its time. For every round an opponent remains removed from the time stream, they gain 1 Negative Level. This is not caused by Negative Energy and ignores immunity to Energy Drain. These Negative Levels persist for 1 day per round spent in Temporal Stasis and can only be recovered by a Miracle or Wish spell. </p><p> </p><p><strong>Time Regression</strong></p><p> </p><p>A Phane may replay 4 rounds of combat per day, in which all its opponents act in the exact same manner and it may change its actions freely.</p></blockquote><p></p>
[QUOTE="Belzamus, post: 4963884, member: 61612"] Here's the Phane, probably the strongest so far, though good saves would see most parties of this level through without too much hassle, I think. I was worried Time Stop at will was overpowered for this level, but...there's not really much he can do in a Time Stop besides run away with Greater Teleport. Oh, and U_K, do the CRs look low? I could see them being a bit higher, but I think a 70ish level party could handle them in most cases.. [SIZE=4][B]Immortal Phane[/B][/SIZE] [B]Large Outsider[/B] (Abomination, Chaotic, Evil, Extra-Planar, Incorporeal) [B]Hit Dice:[/B] 72d8 +792 +360 (1,872 hp) [B]Initiative:[/B] +57 (+49 Dexterity, +8 Superior Initiative) [B]Speed:[/B] 80 ft., Fly 240 ft. (Perfect) [B]Armor Class:[/B] 121 (-1 Size, +34 Deflection, +49 Dexterity, +4 Divine, +7 Dodge, +18 Insight) [B]Flat-Footed:[/B] 65 [B]Touch:[/B] 121 [B]Base Attack/Grapple:[/B] +72/-- [B]Space/Reach:[/B] 10 ft./10 ft. [B]Attack:[/B] Incorporeal Touch +146 144d8 Chronal Cold + Stasis Touch (DC 71) [B]Special Abilities:[/B] Chronal Blast, Spell-Like Abilities, Stasis Touch, Time Leach [B]Special Qualities:[/B] Abomination Traits, Chronal Displacement, DR 35/Epic and Lawful, Fast Healing 35, Legendary Dexterity, Null Time Field, Quickness, Regeneration 35, Resonating Touch, Sonic Immunity, Slipstream, Telepathy, Temporal Insight, Time Regression, SR 86 [B]Saves:[/B] Fort +75 Ref +121 Will +81 [B]Abilities:[/B] Str 0 Dex 108 Con 36 Int 32 Wis 46 Cha 70 [B]Skills:[/B] Balance +121, Bluff +105, Concentration +88, Diplomacy +105, Hide +121, Intimidate +105, Jump +75, Knowledge (Arcana, Religion, Nature, the Planes) +86, Listen +93, Move Silently +121, Search +86, Sense Motive +93, Spell-Craft +86, Spot +93, Swim +75, Tumble +105 [B]Feats:[/B] Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (Incorporeal Touch), Lighting Reflexes, Mobility, Spring Attack, Weapon Focus (Incorporeal Touch) [B]Epic Feats:[/B] Combat Mastery, Epic Reflexes, Epic Weapon Focus (Incorporeal Touch), Fire Baptism, Improved Combat Expertise, Improved Dodge, Improved Toughness (5), Sixth Sense, Superior Initiative, Supreme Dodge, Timely Dodge [B]Alignment:[/B] Chaotic Evil [B]Environment:[/B] Space, Time Distortions [B]ECL:[/B] 114 [B]CR:[/B] 76 [B]Combat[/B] Phanes are horrific opponents, making use of all their terrifying temporal abilities to overwhelm opponents. [B]Chronal Blast[/B] As a Standard Action, the Phane may make a Ranged Touch Attack with a range of 820 ft. The target takes 1d12 damage per [B]their[/B] Hit Dice, i.e., if the Phane hit a 70th level fighter with this ability, he would take 70d12 damage. [B]Chronal Displacement[/B] A Phane constantly shifts between time streams, making it difficult to affect with any ability. It has a 50% chance of ignoring any effect. (This stacks with its Incorporeal traits to provide a 62.5% miss chance.) [B]Immunities[/B] Phanes are immune to Death by Massive Damage, Sonic Damage, and Spells from the Enchantment, Illusion, and Transmutation schools. [B]Null Time Field[/B] A Phane is surrounded by a Null Time Field with a radius of 820 ft. Any opponent within the Null Time Field must make a Will Save (DC 62) each round or be unable to act, frozen in time. Those making their save are still treated as Slowed while within the Null Time Field. [B]Quickness[/B] Phanes are preternaturally fast and are always treated as Hasted. [B]Resonating Touch[/B] The damage of a Phane’s Incorporeal Touch Attack doubles every time it used against the same opponent consecutively. (Two doublings equals a tripling.) [B]Slipstream[/B] Phanes are utterly unfettered by time. They are immune to temporal and aging effects, cannot be undermined by time travel, and join in any Time Stop cast within 820 ft. [B]Spell-Like Abilities[/B] Caster Level 90th DC 62 + Spell Level [B]Always Active:[/B] [I]Detect Good, Detect Magic, Greater Invisibility, Tongues, Unholy Aura [/I][B]At Will:[/B] [I]Greater Teleport, Quickened Slow, Trap the Soul, True Strike, Time Stop[/I] [B]4/day:[/B] Safe Time, Time Duplicate [B]Telepathy[/B] A Phane may communicate telepathically with any creature within 1,000 ft. that has a language. [B]Temporal Insight[/B] Phanes receive an Insight Bonus on Armor Class, Attack Rolls, Caster Level, Saving Throws, and Save DCs equal to their Wisdom Modifier. [B]Time Leach[/B] Once a Phane has sealed an opponent in Temporal Stasis, it begins to leach away its time. For every round an opponent remains removed from the time stream, they gain 1 Negative Level. This is not caused by Negative Energy and ignores immunity to Energy Drain. These Negative Levels persist for 1 day per round spent in Temporal Stasis and can only be recovered by a Miracle or Wish spell. [B]Time Regression[/B] A Phane may replay 4 rounds of combat per day, in which all its opponents act in the exact same manner and it may change its actions freely. [/QUOTE]
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