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    Bugbear in the Playground
    Kellus's Avatar

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    Feb 2007
    The Frozen North

    Default Re: GITP Monster Competition XX - Gone Mental


    Chroneruts are the psionic soldiers of the Clockwork Nirvana of Mechanus. Charged with keeping the timestream clear of interlopers, these Inevitables hunt down and persecute those who try to manipulate time to their advantage, typically through psionic powers.

    Medium Construct (Extraplanar, Lawful, Psionic)
    HD: 20d10+30 (140 hp)
    Speed: 30ft. in full plate (6 squares); base speed 40ft.
    Initiative: +3
    AC: 27 (+8 armour, +3 Dex, +6 natural)
    Base Attack Bonus: +15; Grapple: +21
    Attack: +3 deep crystal longsword +24 melee (1d6+12/19-20)
    Full-Attack: +3 deep crystal longsword +24/+19/+14 (1d6+12/19-20)
    Space: 5ft.; Reach: 5ft.
    Special Attacks: Expanded instant, future foresight, reverse time, time smite
    Special Qualities: Construct traits, damage reduction 10/chaotic, darkvision 60ft., fast healing 5, low-light vision, power resistance 25, psionic reserve, spell resistance 25, temporal adjudication, time sight
    Saves: Fort +5 Ref +8 Will +10
    Abilities: Str 23, Dex 17, Con –, Int 10, Wis 20, Cha 15
    Skills: Concentration +10, Gather Information +12, Knowledge (psionics) +5, Listen +11, Spot +12, Survival +13
    Feats: Deep Impact, Greater Psionic Weapon, Power Attack, Psionic Body, Psionic Meditation, Psionic Weapon, Track
    Environment: The Clockwork Nirvana of Mechanus
    Organization: Solitary
    Challenge Rating: 13
    Treasure: None
    Alignment: Always lawful neutral
    Advancement: 21-25 HD (Medium); 26-40 HD (Large)
    Level Adjustment: –

    A mechanized figure strides before you, a crystal blade shimmering in its clockwork hand. Gears spin behind its featureless face, and a booming voice adresses you. “You are charged with tampering with the fabric of time. How do you plead?”


    Like all Inevitables, chroneruts are absolutely singleminded when it comes to hunting their quarry. In battle they will specifically target the temporal interloper, even ignoring the other characters unless they interfere with its mission. If engaging multiple opponents at the same time, a chronerut will typically use its expanded instant ability to take several attacks in conjunction with its time smite ability to shunt characters off the battlefield temporarily. Depending on the level of threat they pose to the chronerut’s mission, it may use its time sight ability to deliver a coup de grace to time hopped opponents. More commonly, however, it will simply concentrate on its quarry after removing other targets even temporarily.

    Future Foresight (Ps): Whenever a chronerut rolls an attack roll, damage roll, saving throw, or skill check, it may spend 1 power point as a free action to reroll the attempt and take the higher of the two results. A chronerut may use this ability any number of times per day (so long as it has available power points), but only once per round.

    Expanded Instant (Su): A chronerut can move easily through the flow of time to protect and defend it against temporal interlopers. Three times per day, it may expend a swift action to take an additional turn.

    Psionic Reserve: As a psionic creature, a chronerut has a natural power point reserve of 1, and 50 additional points by dint of its Wisdom score. Thus, although it does not manifest powers, it has a power point reserve of 51 points to use in other ways.

    Reverse Time (Ps): Whenever a being rolls an attack roll, damage roll, saving throw, or skill check within 1 mile of a chronerut, the chronerut may spend 1 power point as an immediate action to cause the being to be forced to reroll their attempt and take the lower of the two results.

    Temporal Adjudication (Su): A chronerut has control over the flow of time near it. Anyone that attempts to cause a haste, slow, time stop, time hop, hustle, timeless body, time regression, quintessence, or similar effect while within 1 mile of a chronerut must succeed on a Will save (DC 25) or the ability has no effect. Spell slots, power points, or daily uses are expended as normal. If the target fails this save, the chronerut in question immediately sees where they are, as if by the clairvoyant sense power. The saving throw DC is Wisdom-based.

    Time Sight (Su): A chronerut can see and interact with beings trapped in time by means of a time hop effect. Target in a time hop are considered helpless in relation to the chronerut.

    Time Smite (Ps): By spending 1 power point whenever it succeeds on a melee or ranged attack, a chronerut can lock a being into place in the time stream to deal with later. The target must make a Will Save (DC 25) or be thrown 1d6 rounds forward in time, as the time hop power. Activating this effect is a free action. The saving throw DC is Wisdom-based.


    Characters with ranks in Knowledge (the Planes), Knowledge (psionics), or Knowledge (architecture and engineering) can learn more about chroneruts. When the character makes a skill check, the following lore is revealed, including the information from lower DCs.

    22|This creature is a chronerut, an Inevitable from the plane of Mechanus. Inevitables are charged with enforcing the natural laws of the multiverse.
    27|Chroneruts in particular are sent after people that play around with time. It’s got psionic powers to fight manifesters that try to tamper with the timestream.
    32|A chronerut can’t manifest powers, but it can still use psionics. It can force people into a kind of stasis, and then hack them to bits while they’re trapped in time.[/table]

    Plot Hooks

    1. A wizard was recently forced to make use of the teleport through time spell to escape death. Due to an unfortunate quirk of the casting, he's been stripped of all of his spellcasting powers and hires the PCs to protect him from the chronerut he knows is coming.

    2. After a psion finishes work on a quintessence golem, a patrol of chroneruts show up to investigate the disappearance of a thousand pounds of time. The psion, none too happy with this turn of events, tries to pin the crime on the PCs.

    3. A cadre of time-traveling zombie monkeys bring down a squadron of chroneruts on a peaceful fishing village after causing general shenanigans in the timestream.
    Last edited by Kellus; 2008-04-05 at 09:04 PM.