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    xelliea's Avatar

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    Aug 2008

    Default Re: GITP Monster Competition LV - Once More, With Spirit

    Time Guardian.

    Large Outsider
    Hit Dice: 20d8+80 (160 HP)
    Initiative: +7
    Speed: Fly 50ft (Perfect) (10 Squares)
    Armor Class: (31) (-1 Size, +19 Natural, +3 Dexterity), 12 touch, 28 flat-footed
    Base Attack/Grapple: +20/+20
    Attack: Claw +48 (1d6+15)
    Full Attack: Two Claws +48 (1d6+30 each)
    Space/Reach: 10ft./10ft.
    Special Attacks: Time Leap, Time Freeze, Alter, Glare.
    Special Qualities: Immunities, Being of Time, Immortal Rest, Damage Reduction 30/-, Spell Resistance 25, Regeneration 10, Time Strike.
    Saves: Fort +16, Ref +15, Will +21
    Abilities Str 20, Dex 16, Con 18, Int 21, Wis 24, Cha 12
    Skills: Spot +23 Search +23 Sense Motive +23,
    Feats: Flyby attack, Endurance, Diehard, Improved Initiative, Power Attack, Iron Will, Improved Grapple.
    Environment: Any Plane
    Organization: Solitary, Patrol (2-3)
    Challenge Rating: 20
    Treasure: None
    Alignment: Always True Neutral
    Advancement: 22-25HD (Large)
    Level Adjustment: -

    Time Guardians are the immortal keepers of the Plane of Time, ruled by their queen, Matiris, they opperate much like any hive animal, with over 100 soldiers that will either protect the Time Guardian hive or be sent to other planes where they hunt down and remove of any who try to tamper with or endanger the flow of time.

    Time Guardians cannot speak and use high pichted sounds to communicate, they apear as a huge winged eye with two arms ending in three clawed fingers.

    A Time Guardian will only attack those who travel to the plane of time or who somehow preform an action which endangers the flow of time, they also have a 20% chance of attacking those who use the spell Time stop, excluding other Time Guardians, they can instantly travel to any other plane using Time Leap.

    Time Leap (SU)
    Once per three rounds, a Time Guardian can instantly leap through time, this ability has the same effect as the spell teleport, however it is not bound to the same plane, the ability is a free action and if it reapears within 5ft of an enemy it can make a suprise attack against that enemy.

    Time Freeze (SU)
    Twice a day, a Time Guardian can freeze time, this ability has the same effect as the spell Time Stop, however it lasts for 1d10 rounds (Caster level 20).

    Alter (SU)
    Once per week, a Time Guardian can try to alter a target, the target must make a will save (DC 19) or be injected with a fragment of a Time Guardian, the host is instantly rendered unconscious and is slowly altered by the Time Gaurdian fragment within, in one week the host becomes a Time Guardian thrall, Thrall are mindless and are linked telepathicly with the Time Guardian Queen, they obey any order given to the best of their ability, including orders that would kill them, a thrall can only be returned by the use of Limated Wish or Wish.

    Glare (SU)
    Once per round, as a free action, a Time Guardian my use it's glare on a single target, the target instantly takes 3d20+50 points of damage and must make a will save (DC 28) or be stunned for 3 rounds, also any creature within 20ft of the target also takes 2d20 points of damage and must make a will save (DC 28) or be stunned for 1 round, anyone killed by this ability are turned to dust, simular to the effect of the spell disintegrate.

    Time Strike (EX)
    The claws of a Time Guardian bare the power of pure time, therefore Time Guardians have double the chance to hit an enermy with their claws and do greatly more damage than they would otherwise do, also a Time Guardian can rip through stoped time and can therefore attack while Time Stop is active.

    Being of Time (EX)
    A Time Guardian is unaffected by Time Stop or any other spells that alter time, like Slow.

    Time Guardians are immune to negative energy, ability drain, energy drain, death effects, disease, paralysis, stunning, sleep, mind affecting attacks, exhaustion, polymorph, blindness and nausea

    Immortal Rest (EX)
    Time Guardians are immortal, if a Time Guardian reaches -10HP or is otherwise killed it is instantly returned to the hive, there it sleeps for 4 years and then reawakens and regains all of it's Hit Points, the only way to destroy the Time Guardian is to destroy Matiris and the Hive.

    Once time was created and all beings bound to it's laws, there where many who wished to escape from these laws and act as they pleased, so Matiris, the Vanguard of time, was formed from crystals of time, for years she protected her domain and time was safe, until the day a group of great demons, who saw themselves as lords of time, finally destroyed her, her creator, in an attempt to revive her, wraped her in a cacoon made of the same crystals that she was formed from. After many years, Matiris was revived and returned stronger, however her creator knew that the threats to time where to great for one being to handle, so he decided to make the cacoon larger and create many small time crystals inside it, Matiris tended to these crystals until they had grown into Time Guardians, a race of immortal protectors of the flow of time, Matiris then sent Time Guardians into the other planes to dispose of threats to time as was their purpose, while she remained in her cacoon, soon fashioning it into a great hive, the home of the Time Guardians, and so now they watch and wait for the next threat.

    Plot Hook/Story: The Immortal Hive
    "There is a legend, the legend of the Hive, it is said that it is home to an immortal swarm and a god-like queen, that some of the most powerful archmages have gone missing and that one glare of these creatures can instantly turn you to dust, sound immpossible, I tell you it's true and that these Time Guardians are a threat to everyone who wishes to experiment beyond the bonds of time, so... can you help, can you destroy the Hive?"
    Last edited by xelliea; 2011-03-12 at 03:35 PM.