TEXT: 1 Monster Menagerie: ravagers of tiMe
  
  2 Monster Menagerie: ravagers of tiMe
  foreward
  W
  elcome to Ravagers of Time, the eleventh in our line of Monster Menagerie 
  monster books. Each volume in this line presents a small set of monsters tied 
  to a single theme, but spread over a range of CRs. For Ravagers of Time, that 
  theme is time, and all the complex and convoluted creatures that manipulate, eat, and 
  travel through time. In addition to timekeeping terrors from chronal dragons to wampus 
  cats, we provide an insight into the nature of time itself, with a brief description of the 
  timestream (the medium through which time flows) and some items, feats, and spells 
  tied to time.
  Fans of Rogue Genius Games’ two books on characters who manipulate time (The 
  Genius Guide to the Time Thief and The Genius Guide to the Time Warden) will recognize many 
  concepts from those books used here, and this list of time-sensitive monsters can easily be 
  used to add a heavier time-element to a campaign. However, while these monsters work 
  well with time thieves and time wardens, those books are not required to make use of this 
  one. Each volume can stand on its own, or they can compliment each other in a campaign 
  that includes all of them.
  Like all Monster Menagerie books, this one covers a range of CRs, from the annoying 
  and hard-to-pin-down CR 1 leap insect, to the CR 22 lord of time, the Chronal Dragon 
  Great Wyrm. In a campaign where temporal magic is nearly unknown, a GM may consider 
  treating all temporal creatures as gaining a +1 circumstance bonus to their CR for having 
  powers players won’t expect, and may have more than normal difficulty .
  So check your watch, set a schedule, and flip through these entries as quickly as 
  possible, because with the timestream assassins literally killing time, you may be in a 
  bigger hurry than you think.
  Owen K.C. Stephens
  Spring 2012
  
  3 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 3 
  the rules of tiMe
  Monster Menagerie: Ravagers of Time deals with subjects 
  not extensively covered by the game’s core rules, 
  including time manipulation and time travel. Some 
  special rules and advice are given below to explain new 
  options that have been added to cover these topics.
  the tiMestreaM
  One concept common to many entries in Monster 
  Menagerie: Ravagers of Time, is that of the “timestream.” 
  The timestream is a space outside normal time, often 
  described by chronal scholars as the sea through 
  which the waters of time flow. The timestream is 
  a place where the past, all possible futures, and 
  numerous alternate presents can be accessed, each 
  known as a timeline. Normally, even powerful mortal 
  time travelers cannot change timelines, and few can 
  directly access the timestream (though most draw 
  on it to fuel their temporal powers). However, just 
  as the outer planes have inhabitants and beasts able 
  to naturally move through them, some creatures 
  are native to (or at least able to move through), the 
  timestream itself.
  For purposes of a campaign, much of what 
  happens in the timestream is just beyond the reach 
  of player characters, and not likely to be either 
  comprehensible or relevant. It makes little difference 
  to a band of adventures that a chronal dragon has 
  seen possible futures in the timestream, and thus 
  wants to ensure their home town burns to the ground 
  on a specific date – what matters to them is stopping 
  him. Because things seen in the timestream are all 
  possibilities, probabilities, and potentials, magic 
  designed to determine the accuracy of statements or 
  divinations isn’t relevant. It’s all true, and it’s all a lie. 
  Only temporal creatures believe they can gain useful 
  information from observing the timestream, and they 
  are worried about affecting the likelihoods, not about 
  what is actually going to occur in just one timeline. 
  Obviously, this makes them difficult to understand or 
  negotiate with.
  In terms of game mechanics, the timestream can be 
  treated as a variant version of the ethereal plane, but 
  one that can only be entered with spells and abilities 
  that specifically state they can do so. Creatures in the 
  timestream can see vaguely into timelines around them 
  much as creatures in the ethereal plane can vaguely 
  into the material plane. Creatures in the timestream 
  are invisible and intangible just as creatures in the 
  ethereal are, and creatures in the timestream can 
  be affected by force effects. Since the timestream 
  connects to many possible timelines, creatures within 
  the timestream can “move away” from the timeline 
  of the PCs to enter other timelines, much as creatures 
  on the ethereal plane can move to the shadow plane.
  Defined as a plane of existence, the timestream has 
  subjective directional gravity, erratic time, infinite size, 
  and is divinely morphic. The constant leak and flow of 
  time energies into and through the timestream makes 
  it a plane of wild magic to most creatures, but one of 
  enhanced magic for creatures of the temporal subtype.
  the teMporal subtype
  All the creatures of Monster Menagerie: Ravagers of Time 
  have the temporal subtype. Such creatures are either 
  native to the timestream or strongly connected to time 
  magic. Temporal creatures can exist on and freely 
  navigate through the timestream without difficulty, 
  though not all have the ability to enter the timestream 
  without external assistance. As a result, a temporal 
  creature in the timestream can travel through time as 
  it wishes, hopping from past to future as the flow of 
  time and the needs of the campaign dictate.
  However, even temporal creatures are subject to 
  paradox and the negative effects of altering timelines 
  capriciously, known as dissonance. As a result, 
  temporal creatures are limited in what they can 
  actually change about important events in history, 
  and in general a GM can assume they can act only in 
  moments that have not already been set as the past of 
  a campaign – though they may well be able to visit 
  past events to view them hazily from the timestream.
  While many creatures are able to learn some 
  degree of time magic, this does not grant them the 
  temporal subtype unless an ability explicitly states 
  this is the case.
  Mote of tiMe and aevuM 
  Class features
  More than one entry below mentions special rules for 
  characters with access to the mote of time and aevum 
  class features. These are abilities gained by members 
  of the time thief and time warden class presented in 
  the Genius Guides named after them. Campaigns 
  using those classes can use the temporal creatures 
  presented in this product as enemies and allies in a 
  
  4 Monster Menagerie: ravagers of tiMe
  vast time war, or as just a splash of more time-themed 
  encounters. Campaigns not using these classes need 
  not be concerned – wherever a creature is given 
  access to these abilities in this product, the details of 
  that ability are provided.
  Cross-teMporal ConCerns
  For creatures that move through (or even live within) 
  the timestream, the plans and plots of civilizations stuck 
  in a single timeline are unimaginably unimportant. 
  The idea that a single example of a single timeline, an 
  expression of at best a single way things could have 
  happened, can be considered important is ridiculous to 
  beings of the timestream, who consider it high debate 
  to argue if a single reality can even be real.
  Similarly, the concerns and thoughts of creatures 
  that exist even partially within the flow of time 
  itself are sometimes literally incomprehensible to 
  those who experience a single, linear timeline. This 
  is not a matter of non-temporal creatures lacking 
  the astuteness or insight to learn what temporal 
  creatures know, but a case of non-temporals lacking 
  the senses and context of experience  to even 
  understand, much less express, many concepts 
  found in the timestream. Of course, temporals can 
  make analogies to try to express what life in the 
  timestream is like, but this is always inadequate. 
  Much as talking to someone with no concept of 
  sight, and no words in their languages that handle 
  the ideas of color or brightness, could be told white 
  is like warms and black is like darkness, efforts to 
  express temporal existence (and the risks thereof) 
  to non-temporals is never really accurate.
  Because the GM and players have the same 
  senses as non-temporal characters in the game, 
  a GM can actually choose what the end goal of 
  a temporal creature is without deciding what 
  its actual motivation is, since that motivation is 
  inconceivable to the players, and their characters, 
  and the GM himself.
  Of course, temporal creatures may try to explain 
  themselves, and players may have access to incredibly 
  powerful magic that will attempt to describe these 
  motivations in the poor terms available. So that the 
  GM doesn’t have to make up chronological-sounding 
  gibberish every time such issues crop up, we provide 
  the Random Chronal Concern chart, below. If the 
  inconceivable, indescribable actions or motivations 
  of a temporal creature must be discussed, roll once 
  each on each part of the table, and combine them to 
  form a sentence. Thus if a chronal dragon insists on 
  destroying the PCs home town (because that is the 
  plot the GM wishes to run), and the PCs use a miracle 
  to find out why, the GM can roll three times (getting 
  a 5, 3, and 9) and tell them their divine magic tries 
  to convey a concept they cannot understand, and 
  the closest they come is that the dragon is afraid of 
  feasting beneath the Unborn King.
  A GM wishing to use a lot of temporal creatures 
  in a game can even allow these random rolls to define 
  vast and dangerous events the PCs will never truly 
  understand. If the chronal dragon fears feasting 
  beneath the Unborn King, a 
  wampus cat tells them it was 
  trapped outside the Nothing, 
  and a nasr wishes to be anointed 
  within the Last Tomorrow, a 
  kind of rough narrative can 
  appear, allowing the GM to refer 
  to different sides of a timestream 
  war between the Unborn King 
  (and its agents) and two possible 
  futures, the Nothing and the Last 
  Tomorrow. The PCs’ experiences 
  with each will often encourage 
  them to build their on theories 
  about what is “really” going 
  on, and the GM can add new 
  elements as desired to drive the 
  plotline forward.
  randoM Chronal ConCern Chart 
  Roll 1d10 3 times to form a sentence.
  Part 1
  Part 2
  Part 3
  1
  Annointed
  because of
  Dissonance
  2
  Delayed 
  before
  Paradox Parasites
  3
  Dexitroboping
  beneath
  the Court of the Impossible Prince
  4
  Dreamcasting
  behind
  the Fifth Circle of Fear
  5
  Feasting
  by
  the Last Tomorrow
  6
  Attack/Fleeing
  from
  the Next Yesterday
  7
  Past-picking
  near
  the Sidereal Armageddon
  8
  Re-imagined
  outside
  the Nothing
  9
  Time-wrenched
  with
  the Unborn King
  10
  Trapped
  within
  Thirteen o’clock
  * No spell or scholarly check made by non-temporal creatures can 
  explain or define this term.
  
  5 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 5 
  dragon, 
  Chronal
  A massive dragon moves smoothly toward 
  you. Its scales are milky white, yet seem 
  to glow with various iridescent colors from 
  within. A pair of forward facing horns, sharp as 
  lances, jut from above its glittering purple eyes.
  Chronal Dragon  (Primal Dragon)
  N dragon (temporal)
  Base statistics
  CR 6; Size Small; Hit Dice 7d12
  Speed 40 ft., fly 100 ft. (average)
  Natural Armor +5; Breath Weapon line, 2d10 force
  Str 15, Dex 16, Con 15, Int 14, Wis 16, Cha 14
  ecology
  Environment any
  Organization solitary
  Treasure triple
  special aBilities
  Breath Weapon (Su): Chronal dragons have a single 
  breath weapon, a line of temporal energy, manifesting 
  as a blast of pure force. 
  Creatures caught within the dragon’s breath must 
  make a Will save or be blasted into the timestream, 
  reappearing 1d10 rounds later per age category of 
  the dragon. No time passes from the victim’s point of 
  view, and the dragon instinctively knows when the 
  target will reappear. 
  Characters with the motes of time class feature 
  may make a Perception check to instinctively know 
  how many rounds will pass before they reappear (The 
  Perception DC is the same as the breath weapon’s save 
  DC.) If this check is successful, the character may spend 
  as many motes as she wishes to roll her bonus dice, 
  reducing the number of rounds before she reappears 
  by the bonus dice’s total (minimum 1 round).
  See Age (Sp): A chronal dragon can automatically 
  sense the age of any creature, item, or place that it 
  gazes upon.
  Show Doom (Ex): An adult or older chronal dragon 
  can inflict any living creature with a brief image of the 
  moment of its death as a swift action. The target must 
  make a Will save with the same DC as the dragon’s 
  breath weapon, or be frightened for 1d4 rounds.
  Slice Time (Su): An 
  ancient 
  or 
  older 
  chronal 
  dragon can disconnect itself from 
  time, once per day. The dragon becomes 
  frozen in that exact moment, unable to affect or be 
  affected by anything short of a wish. To those viewing 
  the dragon, it appears dull and almost insubstantial. 
  Any attempt to harm the dragon passes harmlessly 
  through its form. This effect lasts for one round per 
  point of the dragon’s Wisdom modifier, although it 
  can end the effect sooner.
  Alternatively, the dragon may produce a similar 
  effect by concentrating for one full day, at the end 
  of which the dragon falls into a deep sleep while 
  frozen in time. The dragon may sleep for centuries 
  in this way, although it does not age and grow more 
  powerful during this time. It may make a Perception 
  check when any living creature comes within 100 feet 
  to notice it and awaken. It gains a +10 to its Perception 
  check if its hoard is disturbed. Creatures attempting 
  to harm the dragon instantly awaken it.
  
  6 Monster Menagerie: ravagers of tiMe
  Spell-like Abilities (Sp): A chronal dragon gains 
  the following spell-like abilities, usable at will upon 
  reaching the listed age category. Very young-dimension 
  door, juvenile-slow, adult-haste, great wyrm-1/day wish.
  Swallow Motes of Time (Sp): An old or older chronal 
  dragon can take a standard action to draw upon a 
  target’s personal time frame, and use tiny, unused 
  pieces against it. The dragon can cause various effects 
  with the stolen time, all affecting only the being that 
  the time was stolen from:
  • Cause the target to take a -2d4 penalty on its attack 
  rolls, saves, caster level checks and skill checks.
  • Cause the target to take a -2d4 penalty to its 
  initiative.
  • Cause the target to be slowed, with a CL equal to 
  the dragon’s caster level.
  • Cause the duration of spells the target casts to be 
  shortened by 2d4 rounds. This only affects spells 
  that have a duration longer than instantaneous, 
  and does not affect permanent effects.
  The penalties rise to 4d4 when the dragon reaches 
  ancient age, and to 6d4 when it becomes a great 
  wyrm. Any given target can only have one effect on it 
  at a time. Creatures with the mote of time or aevum 
  class feature may make a Will save (with the same DC 
  as the dragon’s breath weapon) to resist the dragon’ 
  effort to consume motes of their time.
  Swim Through Time (Su): With a full minute of 
  uninterrupted concentration, a chronal dragon can enter 
  the timestream, moving backwards and forwards at will. 
  An ancient or older chronal dragon can create a stable 
  lair within the timestream itself by looping a timeline 
  onto itself, and can bring whatever it can physically 
  carry into the timestream with it. Nothing short of a 
  wish spell, the time warden’s time jaunt ability, or the 
  time travel* spell can grant any creature other than a 
  chronal dragon access to a lair within the timestream.
  *Indicates a spell found in The Genius Guide to the Time 
  Warden.
  Time Sense (Su): This acts as scent, but it can be used 
  only to locate and track creatures with the temporal 
  subtype, as well as characters with the mote of time 
  or aevum class features.
  Twist History (Su): A young or older chronal dragon 
  can spend a full round action to alter its history, and 
  rearrange its skill points or swap out its feats for other 
  feats. It may make one change per age category, and 
  these changes last 24 hours. 
  For more information on how to generate the CR, 
  size, hit dice, natural armor, breath weapon damage 
  and size, ability scores, fly speed, and natural attack 
  damage based on a chronal dragon’s age category, 
  see the entry for Dragon in the Bestiary.
  Young Chronal Dragon                       Cr 10
  XP 9,600
  N Large Dragon (temporal)
  Init +6; Senses dragon senses, time sense; Perception +16
  Defense  
  AC 22; touch 11, flat-footed 20, (+2 Dex, +11 natural, 
  -1 size)
  hp 115 (11d12+44)
  Fort +11, Ref +11, Will +13
  Immune paralysis, sleep
  offense  
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +16 (2d6+6), 2 claws +16 (1d8+6), 2 wings 
  +11 (1d6+3), tail slap +11 (1d8+9)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80 ft. line, DC 19 
  6d10 force)
  Spell-like Abilities (CL 11)
   
  at will-dimension door
  statistics
  Str 23, Dex 14, Con 19, Int 16, Wis 18, Cha 16
  Base Atk +11, CMB +18, CMD 30
  Feats Critical Focus, Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Vital Strike
  Skills Appraise +18, Fly +8, Intimidate +18, Knowledge 
  Age Category
  Special Abilities
  Caster 
  Level
  Wyrmling
  See age, swim through time
  -
  Very young
  Dimension door
  -
  Young
  Twist history
  -
  Juvenile
  Slow
  1
  Young adult
  DR 5/magic, spell resistance 3
  Adult
  Haste
  5
  Mature adult
  DR 10/magic
  7
  Old
  Swallow time motes
  9
  Very old
  Dr 15/magic
  11
  Ancient
  Slice time
  13
  Wyrm
  DR 20/magic
  15
  Great wyrm
  Wish
  17
  
  7 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 7 
  (arcana) +18, Perception +16, Sense Motive +16, Stealth 
  +10, Survival +16, Use Magic Device +15
  Languages Common, Draconic, Elven, Sylvan
  SQ see age, swim through time, time sense
  aDult Chronal Dragon                        Cr 14
  XP 38,400
  N Huge Dragon (temporal)
  Init +6; Senses dragon senses, time sense; Perception 
  +25
  Aura frightful presence (180 ft., DC 23)
  Defense  
  AC 29; touch 9 flat-footed 28 (+1 Dex, +20 natural -2 
  size)
  hp 212 (17d12+102)
  Fort +16, Ref +14, Will +17
  DR 5/magic; Immune paralysis, sleep; SR 25
  offense  
  Speed 60 ft., fly 200 ft. (poor)
  Melee bite +24 (2d8+9), 2 claws +24 (2d6+9), 2 wings 
  +19 (1d8+4), tail slap +19 (2d6+13)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100 ft. line, DC 24 
  12d10 force), crush (2d8)
  Spell-like Abilities (CL 17)
   
  at will-dimension door, haste, slow (DC 19)
  Spells Known (CL 5th)
  2nd (5/day)-detect thoughts (DC 17), resist energy
  1st (8/day)-magic missile, ray of enfeeblement (DC 16), 
  sleep (DC 16), shield
  0 (at will)-bleed, detect magic, detect poison, disrupt 
  undead, ghost sounds, mage hand
  statistics
  Str 29, Dex 12, Con 23, Int 20, Wis 22, Cha 20
  Base Atk +17, CMB +28, CMD 40
  Feats Critical Focus, Flyby Attack, Hover, Improved 
  Initiative, Improved Vital Strike, Iron Will,  Lightning 
  Reflexes, Power Attack, Vital Strike
  Skills Appraise +22, Bluff +22, Fly +7, Intimidate +22, 
  Knowledge (arcana, history) +22, 
  Perception  +25, Sense Motive +23, Spellcraft +23, 
  Stealth +10, Survival +22, Swim +26, Use Magic Device 
  +24
  Languages Common, Draconic, Dwarven, Elven, Orc, 
  Sylvan
  SQ see age, swim through time, time sense, twist 
  history
  anCient Chronal Dragon                        Cr 19
  XP 204,800
  N Gargantuan Dragon (temporal)
  Init +4; Senses dragon senses, time sense; Perception 
  +36
  Aura frightful presence (300 ft., DC 31)
  Defense  
  AC 38; touch 6, flat-footed 38; (+32 natural, -4 size)
  hp 362 (25d12+200)
  Fort +22, Ref +16, Will +21
  DR 15/magic; Immune paralysis, sleep; SR 30
  offense  
  Speed 60 ft., fly 250 ft. (clumsy)
  Melee bite +34 (4d6+13), 2 claws +34 (2d8+13), 2 wings 
  +28 (2d6+6), tail slap +28 (2d8+18)
  Special Attacks breath weapon (120 ft. line, DC 30 
  20d10 force), crush (4d6), swallow time motes,
    tail sweep (2d6)
  Spell-like Abilities (CL 25th)
   
  at will-dimension door, haste, slow (DC 22)
  Spells Known (CL 13th)
  6th (5/day) -chain lightning (DC 23), greater dispel magic
  5th (7/day)-feeblemind (DC 22), summon monster V, 
  telekinesis (DC 22)
  4th (7/day)-charm monster (DC 21), shout (DC 21), 
  stoneskin, summon monster IV
  3rd (8/day)-dispel magic, lightning bolt (DC 20), 
  protection from energy, ray of exhaustion (DC 20) 
  2nd (8/day)-detect thoughts (DC 19), protection from 
  arrows, resist energy, summon monster II, touch of idiocy 
  (DC 19)
  1st (8/day)-magic missile, ray of enfeeblement (DC 18), 
  sleep (DC 18), shield, summon monster I
  0 (at will)-arcane mark, bleed, dancing lights, detect magic, 
  detect poison, disrupt undead, ghost sounds, mage hand, 
  message
  statistics
  Str 37, Dex 10, Con 27, Int 24, Wis 26, Cha 24
  Base Atk +25, CMB +42, CMD 52
  Feats Cleave, Combat Expertise, Critical Focus, Flyby 
  Attack, Great Cleave, Greater Vital Strike, Hover, 
  Improved Initiative, Improved Vital Strike, Iron Will, 
  Lightning Reflexes, Power Attack, Vital Strike
  Skills Appraise +35, Bluff +35, Fly +14, Intimidate 
  +35, Knowledge (arcana, history) +35, Perception +36, 
  Sense Motive +36, Spellcraft +35, Stealth +16, Survival 
  +36, Swim +41, Use Magic Device +35
  
  8 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 8 
  Languages Aklo, Common, Draconic, Dwarven, 
  Elven, Giant, Orc, Sylvan
  SQ see age, slice time, swim through time, time sense, 
  twist history
  Chronal dragons are wise scholars and powerful foes. 
  Their alien mindsets and goals make them hard to 
  negotiate with, and their vast powers over time itself 
  make them deadly foes. Chronal dragons see most 
  other creatures, including other dragons, as not just 
  inferior, but as prisoners in a single, static timeline. 
  They travel to and fro through time, observing great 
  battles, enjoying unspoiled hunting and researching 
  legendary events.
  Chronal dragons seem more annoyed than 
  angered by would-be dragon slayers, and only enter 
  combat to remove what they see as distractions. Their 
  breath weapon allows them to blast an opponent 
  forward in time, while they deal with whatever foes 
  remain. Their victims reappear alone, and without 
  much chance alone against the well prepared dragon.
  Chronal dragons hatch with translucent, milky 
  scales that begin to glow with inner light as the 
  dragon ages. These colors swirl and change, and are 
  dangerously fascinating. Their breath weapon is just 
  as beautiful and terrible.
  While chronal dragons possess the ability to 
  travel through time on a whim, they greatly fear 
  dissonance, and take pains not to create such waves in 
  the timestream. Any attempt to cause major changes 
  in the past generally simply fail, although arrogant 
  or foolish dragons may suffer reverse aging, severe 
  damage, and even utter destruction. For instance, 
  destroying a major city in the past would cause serious 
  dissonance, and put the dragon at great risk. On the 
  other hand, if a small village springs up, taking the 
  place of the dragon’s favorite orchard, its destruction 
  would cause much less dissonance, but anyone fated 
  to become important to the future would somehow 
  survive, against all odds.
  As a result of this, chronal dragons sometimes 
  work tirelessly to ensure some specific event occurs in 
  a specific way, to “lock” that moment in time. While 
  to the chronal dragons this is useful work to ensure 
  time is not damaged, to creatures present at the 
  event it often appears to be needless (and merciless) 
  meddling. Chronal dragons are rarely willing to 
  explain their actions in such cases, except to creatures 
  they can identify as time manipulators with their time 
  sense ability.
  goleM, horologiCal
  The massive and intricate crystal clock springs to life, 
  lumbering at forward on massive legs of gemstone while 
  jeweled cogs and gears glowing with energy unfold to give 
  it a roughly humanoid shape.
  horologiCal golem                                   Cr 15
  XP 51,200
  N Huge Construct
  Init -; Senses darkvision 60 ft, low-light vision.; 
  Perception +0
  Defense
  AC 28; touch 8, flat-footed 28  (+20 natural, -2 size)
  hp 183 (26d10+40)
  Fort +8, Ref +8, Will +8
  DR 15/adamantine; immune construct traits, magic
  offense
  Speed 30 ft.
  Melee 2 slams +36 (4d10+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks endless wounds, time freeze
  statistics
  Str 34, Dex 10, Con -, Int -, Wis 11, Cha 1
  Base Atk +26; CMB +40; CMD 50
  SQ backlash, chronal blast, time reversal
  ecology
  Environment any 
  Organization solitary or gang (2-4)
  Treasure -
  special aBilities
  Backlash (Su): Any time a horological golem takes 
  more than 10 points of damage from a single attack 
  or effect, glittering energy leaks out of its wound 
  filling a random adjacent 5 foot square. Any creature 
  within that square is affected by a caster level 20 slow, 
  without a save, lasting for 2d4 rounds.
  Chronal Blast (Su): When a horological golem is 
  destroyed, the crystal containing its temporal energies 
  shatters, flooding a 100 foot radius with the concentrated 
  energy of time. This may affect beings within the radius 
  in multiple disastrous ways. Creatures must make 
  a DC 23 Will save or be affected by one of the effects 
  below (choose the effect randomly). If a creature uses 
  the mote of time class feature to gain a bonus to this 
  saving throw, the bonus is increased by +1d4.
  
  9 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 9 
  1. All creatures and items in the area of effect age to the 
  next age category (except dragons, who are immune 
  to this effect)
  2. All living things within the area of effect have their 
  age reduced by 3d10 years. If this takes a targets age past 
  0, the target simply disappears, to be reborn elsewhere.
  3. All creatures within the area move forward in time, 
  or all creatures in the area move back in time. The 
  amount of time the targets are displaced by may 
  be hours, days, weeks, or years, depending 
  on the nature and needs of the campaign.
  4. All creatures are hasted (as the spell) 
  for 1-4 hours. At the end of this time, they 
  are exhausted.
  Endless Wounds (Su): Creatures injured 
  by a horological golem must make a DC 
  23 Fortitude save or be cursed to take the 
  damage inflicted by the creature repeatedly 
  over time. The same amount of damage 
  rolled on the hit when the target failed its 
  save reoccurs every 1d4 rounds until the 
  victim receives a remove curse or greater dispel 
  magic. The caster level of the endless wounds 
  is 20, and a target may only be affected by one 
  endless wounds effect per golem at a time.
  Time Freeze (Su): Once per day the horological 
  golem can unleash a 50’ cone of energy that affects 
  targets within its area as if they were targeted by 
  a temporal stasis spell with a DC of 23. The golem 
  typically ignores the victims of this effect, unless 
  ordered to move the victims elsewhere.
  Time Reversal (Su): Once per round as a free action 
  a horological golem may reverse the flow of time to 
  undo a single action (such as one attack, or one skill 
  check, or one saving throw). If the creature who has 
  an action reversed decides to take the same action, a 
  new result must be determined (rolling a new attack 
  roll, damage roll, skill check, and so on).
  Magic Immunity (Ex): A horological golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the golem as noted below.
  A slow spell prevents the golem’s backlash ability 
  for 1d6 rounds.
  A haste spell causes the golems backlash ability to 
  affect a 20 foot line for 1d6 rounds. The golem takes 
  1d10 points of damage every time its backlash ability 
  functions during the duration of the effect.
  If a time stop is cast within 100 ft. of the golem, it is 
  healed for 9d10 points of damage.
  Horological golems are the creations of powerful 
  time mages, most often used to guard important 
  points of chronal access. They have no fixed 
  appearance, although every horological golem 
  includes a giant clock face, and a crystal reservoir of 
  trapped temporal energy.
  Horological golems fight with no strategy, 
  smashing their foes with powerful blows. Their 
  default is to use their time freeze ability after the 
  second time they take damage; although they may 
  be programed or ordered otherwise. They never 
  pursue fleeing foes.
  Horological golems have long been viewed as the 
  embodiment of the guardians of time, and as such 
  
  10 Monster Menagerie: ravagers of tiMe
  gods that oversee time are also frequent creators of 
  the constructs. Tales are told of Colossal horological 
  golems standing guard over areas of critical 
  importance to the timestream.
  Construction
  Horological golems are working clocks, with carefully 
  calibrated internal workings. The numbers on their 
  clock face are created from powered gemstones, and 
  the hands from precious metals. The crystal that holds 
  the temporal energy is a magical mixture of quartz, 
  glass, and diamond. The totaled parts cost 75,000 gp.
  Horological Golem
  CL 18th; PRICE  250,000 gp
  Construction
  Requirements Craft Construct, animate object, slow, 
  temporal stasis, wish; creator must be at least 18th level; 
  Skill Craft (engineering) DC 25; Cost 125,000 gp
  leap inseCts
  This dog-sized creature appears like a cross between a flea 
  and a spider. It moves in short, unnaturally fast hops, 
  making it hard to track. Its jagged and uneven mandibles 
  bring to mind various implements of torture. 
  leaP inseCt                                                    Cr 1
  XP 400
  N Small Magical Beast (temporal)
  Init +4; Senses Darkvision 60 ft., low light vision; 
  Perception +4
  Defense
  AC 19; touch 17, flat-footed 13 (+4 Dex, +2 Dodge, +2 
  natural, +1 size)
  hp 7 (1d10+2) 
  Fort +4, Ref +6, Will +0
  offense
  Speed 40 ft., climb 20 ft.
  Melee  bite +6 (1d4 plus poison)
  Special Attacks poison, pounce
  statistics
  Str 11, Dex 19, Con 14, Int 2, Wis 10, Cha 3
  Base Atk +1; CMB +1; CMD 15 
  Feats Dodge, Weapon Finesse
  Skills Climb +8, Perception +4, Stealth +4
  SQ leap moment
  ecology
  Environment any land
  Organization hive (5-50)
  Treasure incidental
  special aBilities
  Leap Moment (Su): When stressed, a leap insect has 
  a 25% chance per round to “leap” 1d4 rounds into 
  the future, reappearing in the same place as when 
  it disappeared. If another creature is occupying that 
  space when the leap insect returns, it is shunted into 
  the nearest free square.
  Once per round if a leap insect takes damage that 
  would knock it unconscious or kill it, it may make a 
  DC 20 Reflex save as a free action to use leap moment 
  as a free action before the damage is dealt.
  Poison (Ex): bite-injury, save Fortitude DC 12; frequency 
  1/round for 4 rounds; effect 1d2 Dex, cure 1 save
  Temporal Swarm (Su): The number of leap insects 
  that exist at a given moment can vary as they pop 
  back and froth from past to future, always landing 
  near one or more of their time-traveling hivemates. 
  Whenever a leap insect rolls a natural 20 on an attack 
  roll or saving throw, it summons another leap insect 
  to its location as a free action. Whenever a leap insect 
  rolls a natural 1 on an attack roll or saving throw, it 
  disappears into the far future or past.
  Leap insects are dangerous predators with the natural 
  ability to take short jaunts through time. They are hive 
  based creatures; 
  
  11 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 11 
  they attack and feed in groups and sicken and die 
  if kept solitary. They are frustrating and dangerous 
  in combat, as their numbers shift as they appear and 
  disappear through time.
  Leap insects tear and rip prey with their mouth 
  parts, while drooling thick, sticky venom into the 
  wounds. They have an instinctive ability to fall 
  through time a split second before being injured, 
  reappearing moments later to continue attacking. 
  Leap insects have no actual control over when and 
  how long they time hop, and it appears they don’t 
  even notice the change. It takes the stress of combat or 
  similar life and death moments to cause them to slip 
  through time.
  Some few chronomancers have tried to mold leap 
  insects into familiars, without success. Most attempts 
  end with the hopper dying quietly. On rare occasions, 
  however, hordes of leap insects descend upon the 
  mage in a fury, leaving behind an empty cage  and a 
  torn, bloody mess.
  nasr
  A massive avian soars overhead. Its body is that of a four-
  winged vulture, with three lamprey-like heads sprouting 
  from its shoulders. Tentacles ring each gaping maw. Great 
  vulture heads slide in and out of the worm’s mouths like a 
  hidden set of second jaws, their beaks large enough to shear 
  a horse in half. A long reptilian tail, ending with great 
  spikes, writhes behind the horror.
  nasr                                                              Cr 17
  XP 102,400
  NE Gargantuan Outsider  (extraplanar, temporal)
  Init +3; Senses darkvision 60 ft.; Perception +32
  Defense
  AC 32; touch 5, flat-footed 32 (-1 Dex, +27 natural, -4 
  size)
  hp 287 (23d10+161) 
  Fort +20, Ref +6, Will +17
  DR 15/magic, SR 28
  offense
  Speed 40 ft., fly 300 ft. (clumsy)
  Melee 3 bites +31 (2d8+12 plus rot), and 2 claws +31 
  (2d6+12), and four wing buffets +26 (2d6+7), and tail 
  +26 (3d8+7)
  Special Attacks rot, suction flesh (+23)
  Spell-Like Abilities (CL 17, concentration +22)
  3/day-cloudkill (DC 20), symbol of insanity (DC 23), 
  horrid wilting (DC 23)
  2/day-greater dispel magic, plane shift 
  1/day-circle of death (DC 21), trueseeing, wail of the 
  banshee (DC 24)
  statistics
  Str 34, Dex 8, Con 25, Int 13, Wis 19, Cha 20
  Base Atk +23; CMB +39; CMD 48
  Feats Awesome Blow, Cleave, Critical Focus, Greater 
  Bull Rush, Greater Vital Strike, Hover, Improved Bull 
  Rush, Improved Initiative, Improved Vital Strike, 
  Power Attack, Sickening Critical, Vital Strike
  Skills Fly +14, Intimidate +31, Knowledge (nature, 
  planes) +27, Perception +32, Sense Motive +30
  Languages Aklo, Draconic
  SQ Time flight
  ecology
  Environment any
  Organization solitary
  Treasure double standard 
  special aBilities
  Rot (Su): Living creatures and corporeal undead 
  (other than skeletons) that are bitten by a nasr’s 
  vulture beaks begin to have their flesh soften and pull 
  apart. The target takes 1d2 points each of Constitution 
  and Charisma damage every round, with a DC 25 
  Fortitude save each round to resist. Casting remove 
  curse or remove disease will halt the rotting for 2d6 
  rounds, provided the caster makes a DC 25 caster 
  level check. A heal, miracle or similar magic is required 
  to permanently remove the rotting effects.
  Suction Flesh (Ex): A nasr that has afflicted a 
  target with its rotting effect may attach its many 
  facial tentacles to the target in place of a bite attack, 
  requiring a touch attack at +23. If the attack succeeds, 
  it may begin to suction off the corrupted flesh on its 
  next initiative. This deals an automatic 2d12 points 
  of damage every round. The victim is considered 
  grappled, and may make a grapple attempt to break 
  away from the tentacles as a full round action. The 
  tentacles may be targeted with a slashing weapon, 
  having an AC of 27 and requiring 30 points of damage 
  in a single attack to sever enough to free the victim. 
  The nasr is healed for the same amount of damage it 
  deals with its suction flesh ability, up to its maximum 
  hit points.
  
  12 Monster Menagerie: ravagers of tiMe
  Time Flight (Su): Nasr in flight may move through 
  time at will, traveling through the epochs to ravage 
  and destroy. They have little fine control over when 
  they emerge from time, generally appearing within 
  a few decades of their desired time. This combined 
  with a deep fear of changing the past prevents them 
  from killing their foes while they are children, and 
  similar time bending abuses.
  By flying in a ritual fashion, a nasr may steal up 
  to one square mile of an area and drag it with them 
  through time. The nasr must fly a circle around the 
  area it wishes to affect, making six passes. If the nasr 
  takes any damage or disruption during this time, it 
  must make a concentration check, DC 15 plus the 
  damage dealt, or the ritual fails, and the nasr takes 
  2d10 points of damage per successful pass it made, as 
  the built up chronal energy ravages its body.
  Nasr are primordial horrors, connected to both time 
  and space. As a race they claim to be from either 
  the far flung future, hunting creatures that will one 
  day sire beings that will challenge their rein, or the 
  very distant past, ruling the world before dragons 
  appeared on the planet. Each nasr seems to have a 
  different claim on their past…  or future. However, the 
  horrific monstrosities are so rare that it is impossible 
  to correlate any details to their stories. 
  Nasr seem to enjoy sheer destruction for its own 
  sake, as well as feeding on the flesh of lesser beings. 
  The slime dripping vulture heads that slide from 
  their gullets exist only to spread their rotting bite. As 
  massive as the creatures are, they seem only to feed 
  via their tentacles; they have never been observed to 
  actually swallow anything. They have been known to 
  pull whole sections of villages into other timelines, 
  never to be seen again.
  Nasr view all creatures as their inferiors, even 
  great wyrm dragons, seeming to have no concept of 
  a power greater then their own. On the rare occasion 
  they are forced to flee, they panic, and recklessly fly 
  through time itself. They are nearly as vain as dragons, 
  however, and they may be flattered and bribed into 
  taking others on time traveling trips. They can not be 
  counted on to remain for a return trip, or even not to 
  attack their allies once they arrive.
  
  13 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 13 
  teMporal wraith 
  The translucent figure flashes with colors, and appears to 
  continually age and grow younger again from moment 
  to moment.
  temPoral Wraith                                         Cr 7
  XP 4,800
  LE Medium Undead (incorporeal, temporal)
  Init +8; Senses darkvision 60 ft.; Perception +12
  Aura Chronal instability
  Defense
  AC 21; touch 21, flat-footed 17 (+7 deflection, +4 Dex)
  hp 103 (9d8+63) 
  Fort +10, Ref +7, Will +8
  Defensive Abilities incorporeal, undead traits
  offense
  Speed fly 60 ft. (good)
  Melee incorporeal touch +11 (1d8 negative energy 
  plus aging)
  Special Attacks dissonance (DC 21), create spawn 
  statistics
  Str -, Dex 18, Con -, Int 12, Wis 14, Cha 24
  Base Atk +6; CMB +11; CMD 21
  Feats Blind Fight, Combat Reflexes, Improved 
  Initiative, Step Up, Weapon Focus (touch)
  Skills Fly +18, Intimidate +16, Knowledge (arcana) 
  +10, Knowledge (religion) +10, Perception +12, Sense 
  Motive +12, Stealth +15 
  Languages Common, Draconic
  SQ temporal wrench, time sense, visions of time
  ecology
  Environment any 
  Organization solitary, pair, pack (3-9)
  Treasure standard
  special aBilities
  Dissonance (Su): Any creature touched by a 
  temporal wraith is instantly wrenched with chronal 
  dissonance, the negative side-affects of too much 
  time manipulation which the wrath stores and 
  forces upon its foes. This effect ages the target 
  3d6 weeks. The suddenness of this aging causes 
  the target to take nonlethal damage equal to double 
  the number of weeks it aged and be fatigued. A DC 
  21 Fortitude save halves the number of weeks that 
  the target ages and negates the fatigue. If a creature 
  rolls a natural 1 on a save against this effect (the die 
  roll shows a “1”), it is instead aged 3d6 years (though 
  damage is unchanged). Nonliving targets are immune 
  to this effect. Each time the wraith ages a target, the 
  wraith gains 5 temporary hit points.
  If a creature is aged so much that it moves to a new 
  age category, its ability scores are modified as if it had 
  aged normally. If it ages so much it goes beyond its 
  maximum age, the creature dies. This death is treated 
  as a death from old age for purposes of being returned 
  to life. The magical aging effect of dissonance can 
  be restored on a living target if the target receives a 
  restoration or heal within one year.
  Chronal Instability (Su): A temporal wraith’s very 
  existence warps time within one hundred feet of 
  the creature. Anyone traveling within the area of 
  instability finds that time outside the effect has greatly 
  sped up. Generally, for each minute spent within the 
  area an hour passes in “normal” time, 
  although some wraiths have a much 
  stronger warping effect, with days, 
  weeks, or even years passing
  Each temporal wraith in a 
  pack extends this effect by 
  50 feet, as long as they all 
  
  14 Monster Menagerie: ravagers of tiMe
  stay within the area of instability that they create. If a 
  wraith moves outside the area, it gains its own area of 
  instability, until it rejoins the rest of its pack.
  Temporal Wrench (Su): The wraith may attempt to pull 
  creatures out of other timelines to appear anywhere 
  within its chronal instability as a full round action. This 
  ability acts like the wraith cast summon monster I-V of 
  its choice. The creature that appears is not controlled 
  by the wraith in any way. A temporal wraith can only 
  have one living creature wrenched from time at once.
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain while it has any temporary damage on 
  it from a temporal wraith’s dissonance power becomes 
  a temporal wraith in 1d4 rounds (regardless of what 
  actually slays it). These spawn are less powerful then 
  typical temporal wraiths, and suffer a -2 penalty on 
  all d20 rolls and checks, receive -2 hp per HD, and 
  only age 1d6 weeks on a touch. Spawn are under the 
  command of the temporal wraith that aged them until 
  its destruction, at which time they lose their penalties 
  and become free-willed wraiths. They do not possess 
  any of the abilities that they had in life.
  Time Sense (Su): This acts as scent, but it can be used 
  only to locate and track creatures with the temporal 
  subtype, as well as character with the mote of time or 
  aevum class features.
  Visions of Time (Su): Temporal wraiths see in the 
  past, present, and future at all times. This ability is not 
  powerful enough to grant the creature aid in combat, 
  but allows it to know the history of where it dwells, 
  allowing it to take 20 on any Knowledge (history) 
  checks. In addition, the wraith may see hazy images 
  of the future. Many of these visions are meaningless 
  and lack context, but the wraith can gather enough 
  information to act as if it had cast a divination spell 
  once per day, and a commune once per week (using the 
  wraiths HD as its caster level). These visions often fuel 
  the wraith’s paranoia about their own destruction.
  Temporal wraiths are the spirits of those killed 
  while in contact with the timestream, or by powerful 
  chronal magics. They hate the living, and view 
  themselves as cursed with the weight of the past and 
  future. Their only joy is inflicting withering age on 
  the living, watching fair flesh wrinkle and gray with 
  the unnatural passage of time.
  Temporal wraiths are also paranoid about events 
  that will lead to their destruction, based on vague 
  flashes of dozens of potential futures they have seen. 
  Most temporal wraiths are convinced that some 
  odd item or combination of events will lead to their 
  destruction, and may be driven into rages by the site 
  of such items. There is no true link between these 
  items or events and the wraith’s fate, but nevertheless 
  it’s possible to encounter temporal wraiths who are 
  enraged by shoes (for fear of being kicked to death), 
  or red-headed female gnomes, or creatures whose 
  names begin with the letter X.
  Temporal wraiths that know that intruders are 
  within their domain will pull one or more creatures out 
  of the past or future, then conceal themselves within 
  the walls or floor, waiting to attack their foes while they 
  are distracted. Any creatures that are left from their 
  summons are then attacked and destroyed as well.
  Despite their hatred and paranoia, temporal wraiths 
  are valued as oracles and historians. They often create 
  a ritual way of being approached, or a specific time of 
  year that they will make divinations (also ensuring the 
  items they have paranoid fear over are forbidden in 
  these instructions). Approaching one of these undead is 
  still fraught with peril, as they are known to twist what 
  they see in the worst way possible for those consulting 
  them, and any mention of their paranoid fears is likely 
  to drive the wraiths to attack.
  tiMestreaM assassin
  This humanoid creature has the basic form of a bipedal predatory 
  lizard, but with the back carapace and multifaceted eyes of a 
  great beetle. It carries a slender sword of unusual design.
  timestream assassin                                     Cr 10
  XP 3,200
  LE Medium Outsider  (temporal)
  Init +6; Senses darkvision 60 ft.; Perception +13
  Defense
  AC 25; touch 17, flat-footed 18 (+2 Dex, +8 natural, +5 
  dodge)
  hp 92 (8d10+48) 
  Fort +13, Ref +13, Will +13
  DR 5/-
  offense
  Speed 30 ft., fly 30 ft. (poor)
  Melee 2 talons +16 (2d6+3/18-20 x2), and bite +16 
  (2d4+1), or mwk falcata +17/+12 (1d8+3/19-20, x3) and 
  bite +11 (1d6+1)
  Special Attacks kill time (DC 20), sneak attack +2d6, 
  time motes
  
  15 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 15 
  Spell-Like Abilities (CL 8)
  3/day-detect magic, flare (DC 15), ghost sounds
  2/day-magic weapon, shatter (DC 17)
  1/day-displacement, summon monster III
  statistics
  Str 16, Dex 14, Con 23, Int 17, Wis 15, Cha 20
  Base Atk +8; CMB +11; CMD 23
  Feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, Vital Strike
  Skills Acrobatics +13, Fly +9, Intimidate +16, 
  Perception +13, Sense Motive +13, Stealth +13, Use 
  Magic Device +16
  Languages Aklo, Common, Draconic, Infernal
  SQ fragile flight, slip through time, time sense, time skip 
  ecology
  Environment any
  Organization solitary, pair, war party (4-8), or 
  council (20-100)
  Treasure double standard (mwk scimitar and other gear)
  special aBilities
  Fragile Flight (Su): A timestream assassin’s wings 
  are long, delicate bug-like sails of gossamer that 
  it normally keeps safely tucked within its back-
  carapace. When in use the wings are vulnerable, 
  and if a timestream assassin is hit and damaged by a 
  critical hit or sneak attack while flying, it must make a 
  fortitude save (DC 10 +1/2 total damage dealt) or lose 
  a wing. The timestream assassin then cannot fly until 
  it receives a heal, regenerate, or similar effect. 
  Killing Time (Su): A timestream assassin can literally 
  destroy the time used by its victims. Whenever a 
  timestream assassin scores a critical hit or sneak 
  attack with a melee attack, its target must make a DC 
  19 Will save, or lose one action each round. The first 
  time a character is hit with killing time, he can take 
  a standard action and move action each round, but 
  not an immediate or swift action. The second time, 
  he can take only a single standard action each round. 
  The third time, the target is paralyzed, unable to 
  take anything but free actions. These effects last for 
  1 minute per HD of the timestream assassin, and the 
  save is Con based.
  Slip Through Time (Su): Timestream assassins 
  normally exist on stable islands within time itself. 
  At will, they can slip into the timestream and travel 
  
  16 Monster Menagerie: ravagers of tiMe
  much as a crocodile may slide into a river and 
  swim its length. Treat this as ethereal jaunt, as the 
  spell, at will—but rather than going to the ethereal 
  plane, the assassin moves into the timestream. It is 
  difficult for a timestream assassin in a specific time 
  to rejoin the timestream. As a result, unlike most 
  supernatural abilities, slip through time takes 1 full 
  round and provokes attacks of opportunity. If the 
  timestream assassin is disturbed during this time, 
  or fails the save, it must make a concentration check 
  (1d20+HD+Cha modifier) against a DC calculated as 
  if the assassin was casting a 1st level spell. If it fails, 
  in addition to not moving into the timestream, the 
  assassin is stunned for 1d6 rounds, and takes 2d4 
  points of nonlethal damage.
  Timed Attack (Ex): A timestream assassin can accelerate 
  its movement through time for a split second before an 
  attack, allowing it time to aim a blow more carefully. 
  This allows it to add its Cha modifier to melee attack 
  rolls. The acceleration also gives it enough time to make 
  more devastating attacks against foes unable to fully 
  defend themselves. This grants the a sneak attack, as 
  the class feature, with the timestream assassin gaining 
  1d6 sneak attack per 4 HD.
  Time Motes (Su): A timestream assassin may gather 
  or steal tiny shards of time, and use them to adjust 
  its present timeline. A timestream assassin may have 
  a maximum of 3 + 1 per point of Charisma modifier 
  motes at any time, and may use up to one mote per 
  round as a swift or immediate action. A timestream 
  assassin refills one mote in its pool whenever it 
  successfully uses its killing time special attack.
  A timestream assassin may spend a mote to gain 
  one of the following bonuses:
  • Gain a + 3d4 bonus to a skill check, ability check, 
  saving throw, or caster level check. The roll must 
  represent a single action that occurs entirely 
  within a single round.
  • Add a +3d4 bonus to an initiative check.
  • Add a +3d4 bonus to its Armor Class (as a dodge 
  bonus) until the beginning of its next turn.
  Personal History (Su): A timestream assassin 
  can alter its personal timeline to one in which it 
  received different training. This requires 1 hour of 
  uninterrupted meditation. At the end of this time, the 
  timestream assassin can remove skill points from one 
  skill and add them to a different skill, or exchange 
  one feat for another feat, or exchange one spell known 
  for a different spell known, if it has taken levels in 
  a spell casting class. In all cases, the selection must 
  meet all normal restrictions (cannot exceed maximum 
  skill points in a skill, select a feat for which it does 
  not qualify, or exchange one being used to qualify for 
  other feats, spells must be exchanged for other spells 
  of the same level on the same class list, and so on). 
  Any change made remains in effect for 24 hours. A 
  timestream assassin cannot have more than one total 
  change per three HD in effect at the same time. Any 
  attempt to create more changes fails.
  Time Sense (Su): This acts as scent, but can be used 
  only to locate and track temporal creatures, as well 
  as characters or items able to spend motes or aevum. 
  Time Skip (Su): A timestream assassin can see a 
  split second into the future, and briefly accelerate 
  itself forward or backward in time to avoid harm or 
  shake off the affects of harmful attacks and magic. As 
  a result, a timestream assassin ads his Cha bonus as 
  a dodge bonus to AC, and as a resistance bonus to 
  saving throws. These modifiers are already included 
  in its stat block.
  Timestream assassins, or garthiss as they refer to 
  themselves, are mercenaries and slavers native to 
  the timestream. They appear from nowhere to offer 
  their services to kingdoms that are not yet aware that 
  war is at their door, or to sell exotic slaves and items 
  from different eras. The garthiss also enjoy testing 
  themselves against heroes from various ages, whether 
  in combat or intellectual pursuit.
  Timestream assassins prefer to fight in organized 
  groups, and often take their prey alive. They use 
  exotic looking versions of common weapons that 
  are often hard to recognize at first glance. While a 
  garthiss can fly quite rapidly, their wings are fragile, 
  and they prefer to keep them safely hidden under 
  their carapace.
  Despite their evil nature, garthiss take pains 
  not to cause temporal dissonance by slaying heroes 
  destined for future greatness, or  by stealing artifacts 
  that will be critical at some juncture in the future. 
  Some chronomancers feel they act as guardians of 
  time, behaving as an aggressive immune system. 
  While they may be the cause of a powerful sword’s 
  disappearance moments after a critical battle, or the 
  mysterious death of a mighty hero after his moment 
  of glory, mostly they prey on those whose deaths or 
  disappearances would cause barely a ripple in time.
  
  17 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 17 
  waMpus Cat
  A sizeable cat, as big as a typical wolf, appears suddenly 
  as though from thin air. Its fur is a rich honey color, with 
  reddish bands. A third eye rests on its forehead, shining 
  with a golden light. 
  WamPus Cat                                              Cr 5
  XP 1,600
  N Medium Magical Beast (temporal)
  Init +7; Senses Darkvision 60 ft., low light vision; 
  Perception +6
  Defense
  AC 18; touch 13 flat-footed 15 (+3 Dex, +5 natural)
  hp 51 (6d10+18) 
  Fort +8, Ref +8, Will +6
  offense
  Speed 30 ft., climb 30 ft.
  Melee bite +12 (1d6+6 plus grab), and 2 claws +12 (1d4+6)
  Special Attacks pounce, rake (2 claws +12, 1d4+6), 
  slowing gaze
  statistics
  Str 23, Dex 16, Con 17, Int 6, Wis 13, Cha 16
  Base Atk +6; CMB +12; CMD 25 
  Feats Combat Reflexes, Improved Initiative, Iron Will
  Skills Acrobatics +7, Climb +18, Perception +6, Stealth +8
  Languages Sylvan
  SQ chronal den
  ecology
  Environment any land
  Organization solitary, pair, pride (3-6)
  Treasure incidental
  special aBilities
  Chronal Den (Su): A wampus cat may create a den 
  within the timestream to safely sleep in and from 
  which to ambush prey from. A wampus cat within 
  its den is only detectable by creatures also within the 
  timestream. A wampus cat attacking from its den 
  seems to just appear next to its target, automatically 
  surprising any creature not already in combat. A 
  wampus cat requires a full round action to return to 
  its den. A wampus cat can bring along up 500 pounds 
  of weight back to its den with it. Unwilling victims 
  may make a DC 16 Will save to resist the trip. A 
  wampus cat can dispel its den at will, with anything 
  in the den appearing instantly in whatever timeline it 
  was taken from. 
  Mote of Time (Su): A wampus cat instinctively 
  gathers up small motes of lost time, holding 1d6+ its 
  Charisma modifier at any given time. The wampus 
  cat may spend one of these motes to perform on of 
  the following effects once per round as a free action:
  • Gain a +1d4 bonus to a skill check, ability check, 
  saving throw, or caster level check. The roll must 
  represent a single action that occurs entirely 
  within a single round.
  • Take a single swift action that does not count 
  against the wampus cat’s normal limit of
  • one swift action per round.
  • Add a +1d4 bonus to its Armor Class (as a dodge 
  bonus) until the beginning of its next turn.
  • Add a +2d4 bonus to an initiative check.
  The wampus cat refills its pool of motes by resting in 
  its den for at least 8 hours.
  Slowing Gaze (Su): The wampus cat’s glowing third 
  eye may make a single gaze attack per round on a 
  
  18 Monster Menagerie: ravagers of tiMe
  creature within 30 feet. The target must make a DC 
  16 Will save or become mired in time. This causes the 
  creature to be slowed (as the spell). This effect lasts for 
  one minute. Traveling through time or entering the 
  timestream removes this effect.
  Wampus cats utilize time as the ultimate den, 
  watching the world pass before them and patiently 
  awaiting prey. They are intelligent enough to carefully 
  observe and gauge the power of creatures passing 
  through their territory. A well fed wampus cat can 
  be friendly enough in a condescending manner, and 
  may give information to creatures that can establish 
  communication with it.
  A wampus cat nearly always attacks from its 
  chronal den, appearing next to its chosen target and 
  mauling it. It will attempt to drag a disabled foe into 
  its den, knowing most foes are incapable of following.
  Rarely a wampus cat will form a long term friendship 
  with another creature, often a druid or ranger, and 
  allow them to dwell within its den. A wampus cat that 
  has been wooed to have a helpful attitude toward a 
  character can be taken as a cohort (with an effective 
  cohort level of 3+HD). Very few wampus cats are 
  willing to relinquish their independent and predatory 
  nature to become anything more than an arms-length 
  ally, however, and many adventurers have been 
  dumped out of safe time dens after attempting to court 
  a wampus cat as an ally.
  tiMe MagiC
  Because of the rarity of time travel, very few items 
  or spells are created dealing with time. Most that are 
  created are carefully researched by time wardens, or 
  spell casters made bitter from attacks from chronal 
  monsters.
  new iteM
  Time Screen
  Aura strong abjuration; CL: 11th
  Slot: none; Price: 132,000 gp; Weight: 6 lbs
  Description
  This object consists of a thin paper screen set in 
  a wooden frame. When activated, it creates a 
  transparent cube of chronal energy, up to fifty feet 
  per side. This cube may be moved and readjusted by 
  moving the screen. Creatures trying to enter or exit 
  the timestream while within the cube must make a 
  DC 20 Will save or physically bounce off the wall, 
  unable to cross through time. Creatures within the 
  timestream cannot observe an area of the material 
  plane within the cube.
  Construction
  Requirements Craft Wondrous Item, temporal lock; 
  Cost 66,000 gp
  new spells
  Temporal Anchor
  School: abjuration; Level: bard 3, cleric/oracle 4, 
  sorcerer/wizard 4, time warden 3, witch 3
  Casting Time: 1 standard action
  Components: V, S, M (pinch of sand and powdered 
  silver)
  Range: medium (100 ft. +10 ft./lvl)
  Effect: ray
  Duration: 1 min per level 
  Saving Throw: none; Spell Resistance: yes (object)
  You cause a silver ray to fire from your hand at a target. 
  You must make a ranged touch attack to hit your 
  target. Any creature or object touched is covered with 
  a shimmering field that completely blocks temporal 
  movement, preventing the target from entering or 
  leaving the timestream or spending motes of time 
  or aevum. A temporal anchor does not interfere with 
  the movement of creatures already in the timestream 
  when the spell is cast, nor does it block other temporal 
  perceptions or attacks.
  Temporal Lock
  School: abjuration; Level: bard 6, cleric/oracle 7, 
  sorcerer/wizard 7, time warden 6, witch 6
  Casting Time: 1 standard action
  Components: V, S
  Range: medium (100 ft. +10 ft./lvl)
  Area: 20-ft. Radius emanation centered on a point in 
  space
  Duration: 1 day per level 
  Saving Throw: none; Spell Resistance: yes 
  You create a shimmering silver barrier that completely 
  blocks temporal travel. Once temporal lock is in place, 
  temporal travel into and out of the area is impossible, 
  as is spending motes of time or aevum. A temporal 
  lock does not interfere with the movement of creatures 
  already in the timestream when the spell is cast, nor 
  does it block temporal perceptions or attacks.
  
  19 Monster Menagerie: ravagers of tiMe
  Monster Menagerie: ravagers of tiMe 19 
  go rogue!
  Credits
  Designer:
  Sam Hing
  Additional Design:
  Owen K.C. Stephens
  Developer:
  Owen K.C. Stephens
  Editor:
  Jeremy Miller
  Developer:
  Owen K.C. Stephens
  Creative Director:
  Stan!
  Interior Art:
  Jacob E. Blackmon
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Produced by:
  Rogue Genius Games
  www.roguegeniusgames.com
  Contents Copyright ©2013 Rogue Genius Games
  For more information about Rogue Genius Games, and our upcoming 
  products, follow us on  
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  Twitter: Owen: @Owen_Stephens 
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
  the Pathefinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://Paizo.com/PathfinderRPG for more information 
  on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, 
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  See http://Paizo.com/PathfinderRPG/compatibility 
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  Open Game Information
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  OPEN GAME LICENSE Version 1.0a
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, 
  LLC.
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  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang 
  Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, 
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  Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, 
  Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg 
  A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
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  Reynolds, Owen K.C. Stephens, and Russ Taylor.
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  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Genius Guide to: The Time Thief. Copyright 2013, Rogue Genius Games. Author: Owen K.C. Stephens.
  Genius Guide to: The Time War. Copyright 2013, Rogue Genius Games. Author: Owen K.C. Stephens.
  Monster Menagerie: Ravagers of Time. Copyright 2013, Rogue Genius Games, LLC; Author: Sam Hing.
  
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