The Demented One
2006-07-07, 10:15 PM
Zeitgeist
Medium Undead (Extraplanar, Incorporeal)
Hit Dice: 14d12 (91 hp)
Initiative: +6
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 20 (+6 dex, +4 deflection), touch 20, flatfooted 14
Base Attack/Grapple: +7/-
Attack: Incorporeal touch +13 melee (1d4 plus touch of timetheft)
Full Attack: Incorporeal touch +13 melee (1d4 plus touch of timetheft)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of timetheft
Special Qualities: Chronocelerity, darkvision 60 ft., incorporeal traits, temporal immunity, undead traits
Saves: Fort +4, Ref +10, Will +12
Abilities: Str -, Dex 22, Con -, Int 16, Wis 16, Cha 18
Skills: Bluff +21, Hide +23, Intimidate +21, Knowledge (The Planes) +20, Listen +20, Move Silently +23, Spot +20
Feats: Ability Focus (Touch of Timetheft), Dodge, Mobility, Spring Attack, Combat Reflexes
Environment: Any
Organization: Single, double, or paradox (3-6)
Challenge Rating: 9
Treasure: None
Alignment: Usually any evil
Advancement: 15-17 (medium), 18-22 (large)
Level Adjustment: -
While time is generally thought of as a sturdy, linear thing, there are ways to bypass its flow. Potent magic--time stop, teleport through time, and others--are capable of changing or interfering with the flow of time, and those who travel to the mysterious Plane of Time can travel back or forward centuries with a few foot steps. On a rare occasion, an unfortunate traveller in time dies somehow. These people leave echoes, faint spiritual imprints of themselves, throughout history, in all the times they visited. These echoes generally dwindle and fade within a few weeks' time, but some manage to reach a place--and time--known as Midnight, a border region of sorts between the Plane of Time and the Negative Energy Plane. Once the echoes reach Midnight, they are capable of feeding on both temporal and negative energy, bolstering their strength and securing their existence. Once a echo absorbs enough energy, it becomes a zeitgeist, and is capable of leaving Midnight. Zeitgeists look almost exact copies of the beings they were in life, save that their skins have a pale pallor, and that they are often surrounded by a faint blue aura. Zeitgeists, for the most part, seek simply to relive the life they once had, but the sheer amount of negative energy they absorb from Midnight often twists them, giving them a selfish and malevolent nature.
Touch of Timetheft (Su)
Any creature hit by a Zeitgeist’s incorporeal touch must make a DC 23 Will save or be slowed, as the spell, for 5 rounds. In addition, if the Zeitgeist successfully slows a creature, the Zeitgeist gains the benefits of the haste spell for 5 rounds.
Chronocelerity (Su)
A Zeitgeist can burn away its essence to act quickly. Once a round, it may expend hit points to take an extra action. It may spend 1 hit point to take an extra swift action, 3 hit points to take an extra move action, 5 hit points to take an extra standard action, or 10 hit points to take an extra full round action. Doing so is a free action. At the end of its extra action, the Zeitgeist is dazed until the end of its next turn.
Temporal Immunity (Ex)
A Zeitgeist cannot be temporally slowed in any way. It is immune to the slow spell and all effects that imitate it. In addition, it can act normally during the duration of a time stop spell, though during that time it cannot harm creatures other than the caster of the spell.
Medium Undead (Extraplanar, Incorporeal)
Hit Dice: 14d12 (91 hp)
Initiative: +6
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 20 (+6 dex, +4 deflection), touch 20, flatfooted 14
Base Attack/Grapple: +7/-
Attack: Incorporeal touch +13 melee (1d4 plus touch of timetheft)
Full Attack: Incorporeal touch +13 melee (1d4 plus touch of timetheft)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of timetheft
Special Qualities: Chronocelerity, darkvision 60 ft., incorporeal traits, temporal immunity, undead traits
Saves: Fort +4, Ref +10, Will +12
Abilities: Str -, Dex 22, Con -, Int 16, Wis 16, Cha 18
Skills: Bluff +21, Hide +23, Intimidate +21, Knowledge (The Planes) +20, Listen +20, Move Silently +23, Spot +20
Feats: Ability Focus (Touch of Timetheft), Dodge, Mobility, Spring Attack, Combat Reflexes
Environment: Any
Organization: Single, double, or paradox (3-6)
Challenge Rating: 9
Treasure: None
Alignment: Usually any evil
Advancement: 15-17 (medium), 18-22 (large)
Level Adjustment: -
While time is generally thought of as a sturdy, linear thing, there are ways to bypass its flow. Potent magic--time stop, teleport through time, and others--are capable of changing or interfering with the flow of time, and those who travel to the mysterious Plane of Time can travel back or forward centuries with a few foot steps. On a rare occasion, an unfortunate traveller in time dies somehow. These people leave echoes, faint spiritual imprints of themselves, throughout history, in all the times they visited. These echoes generally dwindle and fade within a few weeks' time, but some manage to reach a place--and time--known as Midnight, a border region of sorts between the Plane of Time and the Negative Energy Plane. Once the echoes reach Midnight, they are capable of feeding on both temporal and negative energy, bolstering their strength and securing their existence. Once a echo absorbs enough energy, it becomes a zeitgeist, and is capable of leaving Midnight. Zeitgeists look almost exact copies of the beings they were in life, save that their skins have a pale pallor, and that they are often surrounded by a faint blue aura. Zeitgeists, for the most part, seek simply to relive the life they once had, but the sheer amount of negative energy they absorb from Midnight often twists them, giving them a selfish and malevolent nature.
Touch of Timetheft (Su)
Any creature hit by a Zeitgeist’s incorporeal touch must make a DC 23 Will save or be slowed, as the spell, for 5 rounds. In addition, if the Zeitgeist successfully slows a creature, the Zeitgeist gains the benefits of the haste spell for 5 rounds.
Chronocelerity (Su)
A Zeitgeist can burn away its essence to act quickly. Once a round, it may expend hit points to take an extra action. It may spend 1 hit point to take an extra swift action, 3 hit points to take an extra move action, 5 hit points to take an extra standard action, or 10 hit points to take an extra full round action. Doing so is a free action. At the end of its extra action, the Zeitgeist is dazed until the end of its next turn.
Temporal Immunity (Ex)
A Zeitgeist cannot be temporally slowed in any way. It is immune to the slow spell and all effects that imitate it. In addition, it can act normally during the duration of a time stop spell, though during that time it cannot harm creatures other than the caster of the spell.