Temporal Marauder by Hyperborean
Large Aberration
Hit Dice: 7d8+7 (38 hp)
Initiative: +2 (Dex)
Speed: Fly 30 ft. (perfect)
AC: 18 (-1 size, +2 Dex, +7 natural), touch 12, flat f
Attacks: 3 claws +6 melee
Damage: Claw 1d6+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Poison, psionics
Special Qualities: Blindsight 60ft., immunities
Saves: Fort +3, Ref +4, Will +6
Abilities: Str 14, Dex 15, Con 12, Int 8, Wis 13, Cha 10
Skills: Concentration +3, Listen +9, Sense Motive +8, Spot +10

Environment: Any land and underground (Temporal Ethereal Plane)
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)


An unusual creature that goes with my rules for time travel. Cool even without them.

You see a horribly monstrous creature, an amalgamation of three melted, clawed arms and a distorted white center. It has no visible eyes or other sensory organs.

Temporal marauders are the violent predators of the Temporal Ethereal Plane. Extremely vicious, they attack with abandon anything that they can find. They are very weak against mentally-affecting spells. Temporal marauders do not speak. ,You see a horribly monstrous creature, an amalgamation of three melted, clawed arms and a distorted white center. It has no visible eyes or other sensory organs.

Temporal marauders are the violent predators of the Temporal Ethereal Plane. Extremely vicious, they attack with abandon anything that they can find. They are very weak against mentally-affecting spells. Temporal marauders do not speak.

Combat
Temporal marauders attack savagely with their three claws.


Poison (Ex): Opponent by a temporal marauder’s claw attack are at risk of an unusual magical poison. Unless the creature succeeds at a Fort save (DC 14), it cannot leave the Temporal Ethereal Plane it is currently on. A minute later, the creature must succeed at another Fort save or again be unable to leave the plane.
Psionics (Sp): At will- charm person, dispel magic, slow.
Immunities (Ex): Temporal marauders are immune to time-based spells (haste, slow, time stop, temporal stasis)

Society

This creature has not yet been play tested.
This is not a kender type creature.

 



Wander Home