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Large Outsider (Chaotic, Evil, Extraplanar, Incorporeal) |
Hit Dice:
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36d8+324 (612 hp) |
Initiative:
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+11 (+7 Dex, +4 Improved Initiative) |
Speed:
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80 ft., fly 120 ft. (perfect) |
AC:
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50 (-1 size, +7 Dex, +11 deflection, +23 insight) |
Base Attack/Grapple:
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+36/--- |
Attack:
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Incorporeal touch +43 (1d6 plus stasis touch) melee |
Full Attack:
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Incorporeal touch +43 (1d6 plus stasis touch) melee |
Space/Reach:
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10 ft./10 ft. |
Special Attacks:
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Spell-like abilities, stasis touch, chronal blast, time leach, summon past time duplicate |
Special Qualities:
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Abomination traits, null time field, time regression, fast healing 15, regeneration 15, SR 37, DR 15/epic, sonic immunity |
Saves:
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Fort +31, Ref +29, Will +29 |
Abilities:
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Str -, Dex 25, Con 28, Int 24, Wis 16, Cha 33 |
Skills:
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Balance +46, Concentration +48, Diplomacy +50, Hide +42, Jump +20, Knowledge (arcana, religion, the planes) +46, Listen +44, Move Silently +46, Search +46, Sense Motive +42, Spellcraft +46, Spot +44, Swim +39, Tumble +46 |
Feats:
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Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch) |
Epic Feats:
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Blinding Speed, Epic Toughness (x2), Epic Will, Spell Stowaway (time stop) |
Climate/Terrain:
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Any land and underground |
Organization:
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Solitary or pair |
Challenge Rating:
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25 |
Treasure:
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None |
Alignment:
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Always chaotic evil |
Advancement:
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37-50 HD (Large); 51-65 HD (Huge) |
A phanes' natural
weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming
damage reduction.
Chronal Blast (Su): As a
standard action, the phane can make a ranged touch attack against any creature within 100 feet. If it succeeds, the subject is targeted by a spasm of space-time flux, dealing 15d6 points of
damage.
Time Leach (Su): For every round of apparent time experienced by the phane, it automatically absorbs the "future" from any creature it has successfully encapsulated in static time via its
stasis touch (not its
null time field), no matter the distance separating victim and phane, and no matter the number of victims. Of course, to the victim no time passes at all, but each apparent round experienced by the phane ages the victim 1d4 years, at the same time
healing the phane of 20
hit points of
damage. A victim who is not somehow released from static time by a friend who can cast
dispel magic, greater dispel magic, or some other likely spell, eventually ages to death. Victims killed in this manner automatically fall out of static time as desiccated husks that
disintegrate to a fine dust with even the lightest touch. Victims who are released prior to death immediately apply the physical effects of aging, but not the mental effects.
Summon Past Time Duplicate
(Sp): Once per day, a phane can summon a duplicate of one its foes stolen from a parallel alternate past. The stolen
time duplicate has the same stats and possessions as the original, but is treated as if having two negative levels (which simulates a less experienced version of the original). The phane can never summon a past
time duplicate of a creature with more than 25 HD (add sufficient negative levels to compensate for high foe HD, if necessary). The past
time duplicate, despite having most of the
knowledge of the original, serves the phane loyally like any summoned creature. If the past
time duplicate is slain, the original is not harmed because the duplicate was pulled from a parallel past. However, the original does not necessarily realize this, and must make a Will save (DC 30) or be shaken for 1d4 rounds after witnessing the death of a duplicate for the first time.
Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to
energy drain, ability drain, ability
damage, or death from massive
damage; immune to mind-affecting effects; fire
resistance 20; cold
resistance 20;
nondetection;
true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Null Time Field (Ex): Phanes continually generate a 30-foot-radius spread
null time field. All creatures and objects in the field, except the phane, must make a Will
saving throw (DC 30) each round to take any actions. On a failed save, subjects are stuck in a static time stream until their next round of actions, at which time they must make another
saving throw. While a subject is stuck in a static time stream induced by a
null time field, the phane can use its static touch on the subject, though in all other ways, the subject is invulnerable to attacks and
damage as if in
temporal stasis.
Time Regression (Su): If the phane spends an action per round for four rounds, at the end of the 4th round the phane regresses back in time 4 rounds, to the very 1st round it originally began concentrating on
time regression. On its second pass through the time stream, it can take completely different actions, based on its
knowledge of the future (though if it takes different actions from its first pass through the time stream, the events of the original time stream are also changed).
Regeneration (Ex): Phanes take normal
damage from holy and good
weapons, and from
weapons forged in the future or an alternate reality's time stream (if any).