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Time Hunter (3.5e Monster)

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Revision as of 20:14, October 12, 2010 by Foxwarrior (Talk | contribs)

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Foxwarrior (talk)
Date Created: 10/11/10
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Time Hunter Edit

{{#set:Name=Time Hunter|CR=7|Size=Large|Summary=A winged creature that travels outside the universe, seeking the weakened fabric of reality created by time travelers.|Type=aberration}}


Time Hunter

CR 7

TN Large aberration
Init/Senses +1/darkvision 60 ft.; Listen +1, Spot +8
AC 14, touch 11, flat-footed 13
(+3 natural, +1 Dexterity)
hp 26 (4 HD)
Fort/Ref/Will +3/+2/+5
Speed 10 ft. land, 40 ft. good flight
Melee Bite +6 (2d6+4)
Base Atk/Grp +3/+10
Abilities Str 16, Dex 12, Con 14, Int 2, Wis 12, Cha 6
SQ exversal phasing
Feats Flyby Attack, Improved Natural Attack
Skills Spot +8
Advancement
Exversal Phasing At the end of the Time Hunter's turn, it disappears completely. It returns to existence at the beginning of its next turn, in some location up to 50' from where it disappeared.

Strategies and TacticsEdit

Time Hunters usually hurtle past enemies and take bites out of them. If they find opposition, they are likely to wander to nearby places in search of easier targets.

In general, Time Hunters usually don't stay for more than a few hours.

If the event that caused them is symbolically reversed (killing the guy you just saved, or reviving the guy you just killed, for example), the Time Hunters will go away.

Sample EncountersEdit

You've just saved the king; now the castle is in danger.

EcologyEdit

Environment: Time Hunters live outside the universe (whatever that means), looking for weakness in the fabric of reality created by time travelers interfering with history. When they see such a weakness, they pop by and eat people.

Typical Physical Characteristics: Time Hunters are somewhat draconic or pterodactylic in appearance.

Alignment: Time Hunters are usually Chaotic Neutral.

LoreEdit

Time Hunters are a form of clockroach (see [1]). As such, they are likely to wreak far more havoc on history than the original event.



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