I_Got_This_Name
08-11-2006, 02:01 PM
Chonnour
Small Elemental (Temporal, Psionic)
Hit Dice: 4d8+8 (26 HP)
Initiative: +6
Speed: Fly 20' (Good)
Armor Class: 20 (+3 Natural, +6 Dex, +1 Size), Touch 17, Flat-Footed 14
Base Attack/Grapple: +3/-3
Attack: None
Full Attack: None
Face/Reach: 5'/5'
Special Attacks: Detonate, Psi-like abilities
Special Qualities: Evasion, Immune to Time effects, Obscurity, Temporal Dodge
Saves: Fort +3, Ref +10, Will +1
Abilities: Str 6, Dex 23, Con 15, Int 2, Wis 11, Cha 16
Skills: Concentration +5, Hide +10, Listen +4, Spot +4
Feats: Alertness, Combat Casting
Climate/Terrain: Temporal Energy Plane
Organization: Solitary or Charge (3-12)
Challenge Rating: Currently unsure
Treasure: None
Alignment: Always Neutral
Advancement: 5 HD (small), 6-12 HD (Medium)
A Chronnour, pronounced "Crone-nour," with the second syllable rhyming with "hour," is a strange creature made up of pure time. *They are animalistic sprits of the temporal energy plane and are often mistaken for inanimate parts of the winds of time there; they appear as a wispy material of dusty brown, constantly shifting in form, sometimes slowly, sometimes quickly. *When damaged, they bleed yellowish flashes of energy in intermittent pulses. *While there, they feed off the dust of dead civilizations and passed times, but are occasionally, by more learned summoners, brought to the Material Plane for specific tasks. *These tasks are almost always fatal, but the process of bending them to a mage's will is aided by their lack of intelligence.
Combat: Chonnours seldom engage in direct combat, preferring to use their spell-like abilities, or to simply hide in place. *They take full advantage of their flight, but their tactics are simple and animalistic.
Detonate (su): Once a Chronnour is damaged, it becomes unstable. *1d4+1 rounds after it first takes damage, on its turn, it detonates. *This kills the Chronnour, and causes all creatures and objects in a sphere with a radius of 10 feet plus 5 feet per 5 remaining HP of the Chronnour (if the Chronnour's HP total is negative when this happens, reduce the radius accordingly) to suffer the effects of Temporal Stasis, as a psionic effect (Manifester level 14; advanced creatures use 10+hit dice). *This sphere of stasis cannot be entered by any means; a DC 15 reflex save allows a creature on the edge of the sphere to leave it as it forms; this save DC is charisma-based. *A creature that succeeds at its save moves out to outside the sphere; it must take this move (as a 5' step or part of a move action) on its next turn. *On the round before it detonates, a Chronnour is highly unstable; all creatures within 2 feet per hit point of the Chronnour are Hasted, as the spell, and the Chronnour's instability is visible; it pulses and flares with temporal energy.
Evasion (ex): A Chronnour takes is not affected by an effect that normally allows a reflex save for half damage, on a successful save.
Immune to Time Effects (ex): Due to the large concentration of time in it, a Chronnour is unaffected by time effects, such as a Haste, Slow, or Temporal Stasis spell, instead healing 1d8 HP per spell level, plus 1 HP per caster level (maximum 5 per spell level) when affected by such magic. *One notable exception is Time Stop, which it can "piggyback" on, also entering the faster timestream, whenever it is cast within 300 feet.
Obscurity (ex): Due to the little-known nature of the plane of time, a Chronnour is more obscure than its hit dice would indicate, causing any Knowledge check to identify it or determine its powers to suffer a -10 penalty. *A check that fails by 5 or less tells that it is native to the Temporal Energy Plane, as does one that fails by 10 or less to identify it on its home plane.
Psi-like abilities: At will: Haste, Slow (DC 16, as the spells). *3/day: Time Hop (DC 16). *1/day: Quintessence. *Manifester level 4 (equal to hit dice if advanced); save DCs are charisma based.
Temporal Dodge (su): When hit for at least half of its remaining HP in damage, a Chronnour may attempt a reflex save (DC = damage done) as an immediate action; on a successful save, it dodges the attack by stepping into the timestream (the attack has no effect on it). *It re-enters the universe one round later exactly where it was, as per the Time Hop power. *Time did not pass for it while in a Temporal Dodge, so if it was to detonate in one round, it detonates one round after its return. *This can apply to spells, melee attacks, and ranged attacks.
Small Elemental (Temporal, Psionic)
Hit Dice: 4d8+8 (26 HP)
Initiative: +6
Speed: Fly 20' (Good)
Armor Class: 20 (+3 Natural, +6 Dex, +1 Size), Touch 17, Flat-Footed 14
Base Attack/Grapple: +3/-3
Attack: None
Full Attack: None
Face/Reach: 5'/5'
Special Attacks: Detonate, Psi-like abilities
Special Qualities: Evasion, Immune to Time effects, Obscurity, Temporal Dodge
Saves: Fort +3, Ref +10, Will +1
Abilities: Str 6, Dex 23, Con 15, Int 2, Wis 11, Cha 16
Skills: Concentration +5, Hide +10, Listen +4, Spot +4
Feats: Alertness, Combat Casting
Climate/Terrain: Temporal Energy Plane
Organization: Solitary or Charge (3-12)
Challenge Rating: Currently unsure
Treasure: None
Alignment: Always Neutral
Advancement: 5 HD (small), 6-12 HD (Medium)
A Chronnour, pronounced "Crone-nour," with the second syllable rhyming with "hour," is a strange creature made up of pure time. *They are animalistic sprits of the temporal energy plane and are often mistaken for inanimate parts of the winds of time there; they appear as a wispy material of dusty brown, constantly shifting in form, sometimes slowly, sometimes quickly. *When damaged, they bleed yellowish flashes of energy in intermittent pulses. *While there, they feed off the dust of dead civilizations and passed times, but are occasionally, by more learned summoners, brought to the Material Plane for specific tasks. *These tasks are almost always fatal, but the process of bending them to a mage's will is aided by their lack of intelligence.
Combat: Chonnours seldom engage in direct combat, preferring to use their spell-like abilities, or to simply hide in place. *They take full advantage of their flight, but their tactics are simple and animalistic.
Detonate (su): Once a Chronnour is damaged, it becomes unstable. *1d4+1 rounds after it first takes damage, on its turn, it detonates. *This kills the Chronnour, and causes all creatures and objects in a sphere with a radius of 10 feet plus 5 feet per 5 remaining HP of the Chronnour (if the Chronnour's HP total is negative when this happens, reduce the radius accordingly) to suffer the effects of Temporal Stasis, as a psionic effect (Manifester level 14; advanced creatures use 10+hit dice). *This sphere of stasis cannot be entered by any means; a DC 15 reflex save allows a creature on the edge of the sphere to leave it as it forms; this save DC is charisma-based. *A creature that succeeds at its save moves out to outside the sphere; it must take this move (as a 5' step or part of a move action) on its next turn. *On the round before it detonates, a Chronnour is highly unstable; all creatures within 2 feet per hit point of the Chronnour are Hasted, as the spell, and the Chronnour's instability is visible; it pulses and flares with temporal energy.
Evasion (ex): A Chronnour takes is not affected by an effect that normally allows a reflex save for half damage, on a successful save.
Immune to Time Effects (ex): Due to the large concentration of time in it, a Chronnour is unaffected by time effects, such as a Haste, Slow, or Temporal Stasis spell, instead healing 1d8 HP per spell level, plus 1 HP per caster level (maximum 5 per spell level) when affected by such magic. *One notable exception is Time Stop, which it can "piggyback" on, also entering the faster timestream, whenever it is cast within 300 feet.
Obscurity (ex): Due to the little-known nature of the plane of time, a Chronnour is more obscure than its hit dice would indicate, causing any Knowledge check to identify it or determine its powers to suffer a -10 penalty. *A check that fails by 5 or less tells that it is native to the Temporal Energy Plane, as does one that fails by 10 or less to identify it on its home plane.
Psi-like abilities: At will: Haste, Slow (DC 16, as the spells). *3/day: Time Hop (DC 16). *1/day: Quintessence. *Manifester level 4 (equal to hit dice if advanced); save DCs are charisma based.
Temporal Dodge (su): When hit for at least half of its remaining HP in damage, a Chronnour may attempt a reflex save (DC = damage done) as an immediate action; on a successful save, it dodges the attack by stepping into the timestream (the attack has no effect on it). *It re-enters the universe one round later exactly where it was, as per the Time Hop power. *Time did not pass for it while in a Temporal Dodge, so if it was to detonate in one round, it detonates one round after its return. *This can apply to spells, melee attacks, and ranged attacks.