I_Got_This_Name
2006-08-11, 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.