Chronotyryn (CR 19)
Large Magical Beast (Extraplanar)
Alignment: Usually lawful evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +23, and Spot +33
Languages: Abyssal, Infernal, Celestial, Draconic, and three additional languages (often Undercommon, Giant, an
AC: 36 (-1 size, +5 Dex, +22 natural), touch 14, flat-footed 31
Hit Dice: 17d10+85 (178 hp); DR: 20/magic
Fort +15, Ref +15, Will +10
Speed: 30 ft., fly 70 ft. (average)
Space: 10 ft./10 ft.
Base Attack +17; Grapple +29
Attack: Rake +25 melee, or feather flurry +21 ranged
Full Attack: 2 rakes +25 melee and bite +19 melee and 2 wing buffets +19 melee, or feather flurry +21 ranged
Damage: Rake 1d6+8, bite 1d8+4, wing buffet 1d4+4, feather flurry 2d6+8
Special Attacks/Actions: Dual actions, feather flurry, sonic screech, spell-like abilities, spells
Abilities: Str 26, Dex 21, Con 21, Int 22, Wis 17, Cha 26
Special Qualities: Acid resistance 20, adamantine feathers, cold resistance 20, detect magic, electricity resistance 20, fire resistance 20, knowledgeable, sonic immunity, SR 31
Feats: Iron Will; Maximize Spell; Power Attack; Quicken Spell; Quicken Spell-Like Ability; Silent Spell (B); Still Spell (B); Weapon Focus (rake)
Skills: Concentration +25, Knowledge (arcana) +26, Knowledge (history) +26, Knowledge (the planes) +26, Listen +23, Sense Motive +23, Spellcraft +28, and Spot +33
Advancement: 18-22 HD (large); 23-51 HD (Huge)
Climate/Terrain: Any land and underground (Acheron)
Organization: Solitary, pair, or clutch (4-8)
Treasure/Possessions: Standard coins, standard goods, double standard items
Dual Actions (Su): A chronotyryn has two distinct brains and two separate voice boxes. it can take 2 rounds' worth of actions in any given round, as if it were two creatures. Thus, it can use a full attack action and a double move; two full attack actions and two 5-foot steps; a full attack action, a move action, and a spell-like ability; two spell-like abilities and two move actions; and so on. If it is casting spells defensively, the chronotyryn must make separate concentration checks for each spell.
Feather Flurry (Ex): Three times per day, a chronotyryn can launch a barrage of feathers at its opponents as a ranged attack action. This attack has a maximum range of 60 feet with no range increment.
Sonic Screech (Su): Once per day, a chronotyryn can propel a 20-foot burst of incredible sound against its opponents. This attack deals 8d6 points of sonic damage, or half damage on a successful Reflex save (DC 26). The burst is centered on the chronotyryn.
Spell-like Abilities: At will - blink, feeblemind, teleport without error; 3/day - displacement, time stop; 1/day - iron body, phase shift, temporal stasis. Caster level 20th; save DC 18 + spell level.
Spells: A chronotyryn can cast arcane spells as a 12th-level sorcerer (spells/day 6/8/8/8/8/6/4; spells known 9/5/5/4/3/2/1; save DC 18 + spell level). Chronotyryns prefer conjuration and transmutation spells over others. A typical spell list: 0 - dancing lights, detect poison, flare, ghost sound, mage hand, mending, ray of frost, read magic, resistance; 1st - expeditious retreat, grease, magic missile, obscuring mist, shield; 2nd - cat's grace, endurance, fog cloud, Melf's acid arrow, web; 3rd - displacement, lightning bolt, sleet storm, slow; 4th - Evard's black tentacles, improved invisibility, ice storm; 5th - cloudkill, hold monster; 6th - disintegrate.
Adamantine Feathers (Ex): A chronotyryn's feathers are composed of an adamantine alloy. This provides the creature with the ability to damage foes with its feathers (see feather flurry, above).
Detect Magic (Su): A chronotyryn can produce a detect magic effect (caster level 20th) at will.
Knowledgeable (Ex): A chronotyryn makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, the chronotyryn must assign more than 10 ranks to the skill as normal.
Skills: A chronotyryn has a +10 racial bonus on Spot checks.
A chronotyryn is highly magical and capable of unleashing tremendous forces on its foes. It is also quite arrogant. A chronotyryn usually begins combat from a distance by blasting at foes with its spells and perhaps a feather flurry. If an opponent is particularly tough, it doesn't hesitate to use its time stop ability to plant a multitude of devastating spells and spell-like abilities on its opponent.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.