Drake, Temporal (CR 11)
Alignment: Usually neutral
Initiative: +5 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +17, and Spot +17
AC: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Hit Dice: 10d12+40 (113 hp)
Fort +11, Ref +12, Will +9
Speed: 60 ft., fly 60 ft. (good)
Space: 10 ft./5 ft. (10 ft. with bite)
Base Attack +10; Grapple +20
Attack: Bite +15 melee
Full Attack: Bite +15 melee and 2 claws +13 melee and 2 wings +13 melee and 1 tail slap +13 melee
Damage: Bite 2d6+6, claws(2) 1d8+3, wings(2) 1d6+3, tail slap 1d8+3
Special Attacks/Actions: Temporal inversion
Abilities: Str 22, Dex 21, Con 18, Int 8, Wis 14, Cha 16
Special Qualities: progressive initiative, recurrence, temporal displacement, temporal slide, time slip
Feats: Alertness; Cleave; Multiattack; Power Attack
Skills: Hide +14, Listen +17, Move Silently +18, Search +12, and Spot +17
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary or pair
A dangerous hunter and melee combatant, the temporal drake trusts to its physical prowess and supernatural abilities and wades fearlessly into combat. Although less intelligent than the average human, the drake can invent sophisticated ambushes. The drake usually begins fights by using its temporal slide ability to appear in the midst of its foes, then makes a full attack, preferably against anyone that looks like a spellcaster. The drake is also smart enough to keep one use of its temporal slide ability in reserve in case it has to flee.
Temporal Slide (Su): The temporal drake can manipulate time as it moves, allowing it to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, the temporal drake moves its current speed (following the normal rules for movement). The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). It can use this ability only once per round.
Temporal Inversion (Su): Once per day, as a standard action, a temporal drake can shunt one creature out of the time stream for a short period. The temporal drake can affect any creature within 60 feet. The creature is then shunted out of time unless it succeeds on a DC 18 Will saving throw. Time passes for creatures other than the affected creature, and it can take no actions other than trying to escape. The creature seems to vanish, while out of the time stream no other creature, spell, magical effect, or force can affect it in any way. (It is as though the creature has ceased to exist.) Each round on its turn, the affected creature may attempt a DC 20 Intelligence check to rejoin the time stream as a full-round action. If the subject doesn't escape, the effect ends after 10 minutes. The save DC is Charisma-based.
Progressive Initiative (Ex): The temporal drake moves through time differently than other creatures, so its initiative value changes as combat progresses. Each round after the first round of combat, the temporal drake's initiative score becomes 4 higher. This will often cause the temporal drake to act at a different time in the initiative order in many rounds. This ability is automatic, and requires no action by the temporal drake.
When the temporal drake uses the delay or ready actions, its initiative value changes as normal; however, its initiative score becomes 4 higher each round.
Time Slip (Su): The temporal drake can step back in time a fraction of a second, potentially changing the outcome of one action. The temporal drake can immediately reroll a d20 roll that it just made, but before the outcome of the die roll is determined. The temporal drake takes the better of the two rolls. Using this ability is a free action that does not provoke an attack of opportunity. The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). The temporal drake may use this ability only once in any given round.
Recurrence (Ex): As a temporal drake dies, it calls a different version of itself out of the time stream. This means that one round after the temporal drake's death, it reappears fresh and ready for combat. This new drake possesses full hit points, fully restored daily uses of its abilities, and no effects of the recent fight. The drake takes one full round's worth of actions and then disappears, returning to its original place in the time stream. (It does reappear thereafter.) If this drake is killed before it disappears, it simply dies, and another drake does not appear.
Temporal Displacement (Su): The temporal drake blinks in and out of the time stream quickly and at random. This causes attacks against the temporal drake to have a 20% miss chance, and neither the Blind-Fight feat or spells such as true seeing or see invisibility help against this miss chance. Like other supernatural abilities, this ability is suppressed in an anti-magic field.