The Claws of Time

The Claws of Time

Creature 10

  

Perception +21; greater darkvision, lamp vision 30 feet

Languages Aklo (can’t speak any language); telepathy 300 feet

Skills Acrobatics +22, Athletics +19, Occultism +22, Stealth +22, Survival +17 (+23 to Track)

Str +5, Dex +7, Con +3, Int +7, Wis +5, Cha +3

Lamp Vision The Claws of Time is specially attuned to the crystal lamps in the Cradle of Quartz. It can sense creatures within 30 feet of any crystal lamp in the Cradle of Quartz. These lamps are marked as glowing blue dots on the map. This is a precise sense.

AC 30; Fort +17, Ref +21, Will +19

HP 150; Immunities controlled, emotion; Resistances mental 10, physical 10, poison 10

Otherworldly Mind (mental) As 

, but DC 29.

Ripping Gaze (aura, evocation, occult, visual) 30 feet. As hound of Tindalos, but 6d6 slashing damage and DC 29.

Vulnerable to Curved Space As hound of Tindalos.

Speed 30 feet, fly 30 feet

Melee jaws +22, Damage 2d10+11 piercing

Melee claw +22 (agile), Damage 2d8+11 slashing

Occult Innate Spells DC 28; 8th 

; 4th ; 3rd ; 2nd  (at will; self only)

Angled Entry The Claws of Time casts a 4th-level 

 spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. This means the hound can use dimension door to appear adjacent to any wall or corner in the Cradle of Quartz except for the central geode (area D16).

Once per day, the hound can use this ability to 

 to or from the Dimension of Time, with the same restrictions on what angles next to which it can appear.

Hound of Tindalos

Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception back or forward in time. Powerful spellcasters can draw them from the Dimension of Time via rare rituals, but doing so attracts the hounds’ ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures—other than to hunt and destroy those who have attracted their unblinking attention.

Once a hound catches scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time.