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New Monster! The Chrono-Lychma

 

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As you make your way across the desolate abyssal plane, you catch sight of a bloated, decaying corpse of colossal size some way ahead. As you move towards it, an unearthly drone comes from overhead and seven or eight huge creatures fly past you and land on the body. They begin to rip flesh from the creature, both with wickedly curved horns and sets of impressive teeth. Suddenly one looks up; it sees you approach and stops its feasting immediately. Letting out a bellow of anger at being disturbed, it begins to charge straight at you. Two others turn and follow it, the ground shaking as they approach. They are upon you with a final flying leap through the air!

 

Chrono-Lychma (Pathfinder)

 

CR 17

XP 102,400

CE Huge Outsider (chaotic, evil, extraplanar)

Init +5; Senses darkvision 60 ft., low-light vision, scent, true seeingPerception+28

 

DEFENSE

AC 30, touch 13, flat-footed 25  (+5 Dex, +17 natural, -2 size)

hp 216 (16d8+144)

Fort +19, Ref +15, Will +13

DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22

 

OFFENSE

Speed: 40 ft. (8 squares), Fly 50 ft. (average)

Melee gore +24 (2d8+15)

Melee bite +22 (3d6+5)

Space/Reach: 15 ft./10 ft.

Special Attacks: Powerful charge, shout, spell-like abilities, summon demon, trample 2d12+15

 

STATISTICS

Str 30, Dex 20, Con 28, Int 18, Wis 16, Cha 24

Base Atk +16; CMB 28; CMD 33

Feats: Awesome Blow, Combat Expertise, Improved Bull Rush, Improved Trip, Multiattack, Power Attack

Skills: Bluff +26, Diplomacy +30, Escape Artist +24, Intimidate +28, Knowledge (arcana) +23, Perception +28, Sense Motive +22, Stealth +22, Survival +22 (+24 following tracks), Use Magic Device +26

Special Qualities: telepathy 100 ft.

Environment: Abyssal plains

Organization: Solitary, pair, or herd (5-8 total; 2-4 adults, the rest young)

Treasure: Standard items (wondrous magic items only)

Alignment: Always chaotic evil

Advancement:

17-32 HD (Huge); 33-48 HD (Gargantuan)

 

A chron-lychma has a body about 25 feet long and weighs about 25,000 pounds, despite its relatively slight appearance. Most specimens have between 40 and 50 eyes, each a differently-shaped window of dark film positioned all over the front and sides of its head. As a chron-lychma grows, it gains 3 additional eyes for each hit dice of growth. A chron-lychma also has the ability to make a sound similar to a cicada by manipulating tymbals and can produce volumes greater than 150 decibels. This song is used at lower volumes to attract a mate and at higher levels, similar to a bellow or shout, to cause damage to foes, including permanent hearing loss.

Chron-lychma are nomadic beasts that roam the Abyssal plains in search of territory that has the crushed souls of those used in the endless internal wars scattered about it. Once established in a spot, they are very territorial and will defend the patch until brought to one-tenth of their hit points, when they fly away to recover, before mounting one more attempt at regaining the ground.

Chron-lychma feed on both the physical and spiritual remains of victims of other battles, granting them the ability to switch between the "here and now", "recent past", and "immediate future" by drawing on the energy that the thoughts of the dead creature provide - what had just happened, what happened and what was about to happen. This ability manifests itself as an extraordinary ability.

A chron-lychma's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. This includes its sonic attack, which is produced via a natural process and so is classed as a natural weapon.

A chron-lychma will sometimes become aerial mounts for powerful demons or extremely evil spell-casters, although they can only support creatures one size smaller or more than their own size. This exacts a heavy cost to the demon in the form of a single powerful wondrous magic item, which the chron-lychma uses whilst flying. This alliance will last for no more than one month, at which time the chron-lychma will leave.

Chron-lychma speak Abyssal, Celestial, Common and Draconic, but usually communicate using telepathy.

 

COMBAT

These creatures are likely to charge and skewer any creature of at least Medium size that infringes on their territory. A chron-lychma uses its trample attack on smaller opponents.

 

Shout (Su)

Chron-lychma continuously use this ability, as the spell (caster level 16th). The save is DC 21.

 

Flex Time (Ex)

Three times per day, a chron-lychma can warp the very fabric of time and alter its current circumstance. Each use of this ability manifests itself in one of three ways. The chron-lychma can either:

-      Choose to go back one round and re-perform its actions for that round, including undertaking completely different actions to those originally performed

-      Have any two different rolls in the current round re-rolled, whether they are its own rolls or those of another creature, with  the new results standing whatever they may be

-      Freely take another full round of actions immediately on completing its current actions.

 

Improved Uncanny Dodge (Ex)

The many eyes of a chron-lychma mean it cannot be flanked. They also deny a rogue the ability to sneak attack the chron-lychma by flanking it, unless the attacker has at least four more rogue levels than the chron-lychma has hit dice.

 

Powerful Charge (Ex)

When a chron-lychma charges, its gore attack deals 4d8+20 points of damage.

 

Spell-like Abilities

At will - foresight (DC 26), reduce person (mass) (DC 21), scrying (DC 21), temporal stasis (DC 25), transmute rock to mud (DC 22). Caster level 16th. The save DCs are Charisma-based.

 

Summon Demon (Sp)

Once per day a chron-lychma can attempt to summon 3d10 dretches with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

 

Trample (Ex)

Reflex half DC 28. The save DC is Strength-based.

 

True Seeing (Su)

Cron-lychma continuously use this ability, as the spell (caster level 16th). The save is DC 25.

 

Skills

Chron-lychma have a +8 racial bonus on Perception checks.

 

 

Chrono-Lychma (3.5)

 

Size/Type: Huge Outsider (Evil, Extraplanar, Chaotic)

Hit Dice: 16d8+144 (216 hp)

Initiative: +5

Speed: 40 ft. (8 squares), Fly 50 ft. (average)

Armor Class: 30 (-2 size, +5 Dex, +17 natural), touch 13, flat-footed 25

Base Attack/Grapple: +16/+34

Attack: Gore +24 melee (2d8+15)

Full Attack: Gore +24 melee (2d8+15) and bite +22 melee (3d6+5)

Space/Reach: 15 ft./10 ft.

Special Attacks: Powerful charge, shout, spell-like abilities, summon demon, trample 2d12+15

Special Qualities: Low-light vision, scent, damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing

Saves: Fort +19, Ref +15, Will +13

Abilities: Str 30, Dex 20, Con 28, Int 18, Wis 16, Cha 24

Skills: Bluff +26, Diplomacy +30, Escape Artist +24, Intimidate +28, Knowledge (arcana) +23, Listen +30, Move Silently +24, Search +23, Sense Motive +22, Spot +30, Survival +22 (+24 following tracks), Use Magic Device +26, Use Rope +6 (using bindings)

Feats: Awesome Blow, Combat Expertise, Improved Bull Rush, Improved Trip, Multiattack, Power Attack

Environment: Abyssal plains

Organization: Solitary, pair, or herd (5-8 total; 2-4 adults, the rest young)

Challenge Rating: 17

Treasure: Standard items (wondrous magic items only)

Alignment: Always chaotic evil

Advancement:

17-32 HD (Huge); 33-48 HD (Gargantuan)

Level Adjustment: -

A chron-lychma has a body about 25 feet long and weighs about 25,000 pounds, despite its relatively slight appearance. Most specimens have between 40 and 50 eyes, each a differently-shaped window of dark film positioned all over the front and sides of its head. As a chron-lychma grows, it gains 3 additional eyes for each hit dice of growth. A chron-lychma also has the ability to make a sound similar to a cicada by manipulating tymbals and can produce volumes greater than 150 decibels. This song is used at lower volumes to attract a mate and at higher levels, similar to a bellow or shout, to cause damage to foes, including permanent hearing loss.

Chron-lychma are nomadic beasts that roam the Abyssal plains in search of territory that has the crushed souls of those used in the endless internal wars scattered about it. Once established in a spot, they are very territorial and will defend the patch until brought to one-tenth of their hit points, when they fly away to recover, before mounting one more attempt at regaining the ground.

Chron-lychma feed on both the physical and spiritual remains of victims of other battles, granting them the ability to switch between the "here and now", "recent past", and "immediate future" by drawing on the energy that the thoughts of the dead creature provide - what had just happened, what happened and what was about to happen. This ability manifests itself as an extraordinary ability.

A chron-lychma's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. This includes its sonic attack, which is produced via a natural process and so is classed as a natural weapon.

A chron-lychma will sometimes become aerial mounts for powerful demons or extremely evil spell-casters, although they can only support creatures one size smaller or more than their own size. This exacts a heavy cost to the demon in the form of a single powerful wondrous magic item, which the chron-lychma uses whilst flying. This alliance will last for no more than one month, at which time the chron-lychma will leave.

Chron-lychma speak Abyssal, Celestial, Common and Draconic, but usually communicate using telepathy.

 

COMBAT

These creatures are likely to charge and skewer any creature of at least Medium size that infringes on their territory. A chron-lychma uses its trample attack on smaller opponents.

 

Shout (Su)

Chron-lychma continuously use this ability, as the spell (caster level 16th). The save is DC 21.

 

Flex Time (Ex)

Three times per day, a chron-lychma can warp the very fabric of time and alter its current circumstance. Each use of this ability manifests itself in one of three ways. The chron-lychma can either:

-      Choose to go back one round and re-perform its actions for that round, including undertaking completely different actions to those originally performed

-      Have any two different rolls in the current round re-rolled, whether they are its own rolls or those of another creature, with  the new results standing whatever they may be

-      Freely take another full round of actions immediately on completing its current actions.

 

Improved Uncanny Dodge (Ex)

The many eyes of a chron-lychma mean it cannot be flanked. They also deny a rogue the ability to sneak attack the chron-lychma by flanking it, unless the attacker has at least four more rogue levels than the chron-lychma has hit dice.

 

Powerful Charge (Ex)

When a chron-lychma charges, its gore attack deals 4d8+20 points of damage.

 

Spell-like Abilities

At will - foresight (DC 26), reduce person (mass) (DC 21), scrying (DC 21), temporal stasis (DC 25), transmute rock to mud (DC 22). Caster level 16th. The save DCs are Charisma-based.

 

Summon Demon (Sp)

Once per day a chron-lychma can attempt to summon 3d10 dretches with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

 

Trample (Ex)

Reflex half DC 28. The save DC is Strength-based.

 

True Seeing (Su)

Chron-lychma continuously use this ability, as the spell (caster level 16th). The save is DC 25.

 

Skills

Chron-lychma have a +8 racial bonus on Listen and Spot checks.

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