About: Time Hunter (3.5e Monster)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Time Hunters usually hurtle past enemies and take bites out of them. If they find opposition, they are likely to wander to nearby places in search of easier targets. In general, Time Hunters usually don't stay for more than a few hours. If the event that caused them is symbolically reversed (killing the guy you just saved, or reviving the guy you just killed, for example), the Time Hunters will go away.

AttributesValues
rdfs:label
  • Time Hunter (3.5e Monster)
rdfs:comment
  • Time Hunters usually hurtle past enemies and take bites out of them. If they find opposition, they are likely to wander to nearby places in search of easier targets. In general, Time Hunters usually don't stay for more than a few hours. If the event that caused them is symbolically reversed (killing the guy you just saved, or reviving the guy you just killed, for example), the Time Hunters will go away.
Summary
  • A winged creature that travels outside the universe, seeking the weakened fabric of reality created by time travelers.
sens
  • darkvision 60 ft.
dcterms:subject
author name
  • Foxwarrior
Will
  • +5
Fort
  • +3
DEX
  • 12(xsd:integer)
feats
Listen
  • +1
Melee
  • Bite +6
init
  • +1
str
  • 16(xsd:integer)
touch
  • 11(xsd:integer)
CHA
  • 6(xsd:integer)
BAB
  • +3
sq
  • exversal phasing
spd
  • 10(xsd:integer)
Wis
  • 12(xsd:integer)
dbkwik:dungeons/pr...iPageUsesTemplate
date created
  • 10(xsd:integer)
Skills
  • Spot +8
AL
  • TN
Status
  • Just started
Name
  • Time Hunter
Type
  • aberration
spot
  • +8
acmods
  • +3 natural, +1 Dexterity
con
  • 14(xsd:integer)
flat
  • 13(xsd:integer)
cr
  • 7(xsd:integer)
san
  • Exversal Phasing
HD
  • 4(xsd:integer)
AC
  • 14(xsd:integer)
int
  • 2(xsd:integer)
sad
  • 3000.0
grp
  • +10
HP
  • 26(xsd:integer)
ref
  • +2
Size
  • Large
abstract
  • Time Hunters usually hurtle past enemies and take bites out of them. If they find opposition, they are likely to wander to nearby places in search of easier targets. In general, Time Hunters usually don't stay for more than a few hours. If the event that caused them is symbolically reversed (killing the guy you just saved, or reviving the guy you just killed, for example), the Time Hunters will go away.
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