Time Elemental (4e Creature)
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Time elementals are beings from the plane of time. They exist in multiple times at once, so resemble a small cloud of fine dust or vapour. They attack by spraying a fine, powdery substance which causes damage through aging: cells die, materials crack and rust.
Time elementals seldom appear beyond the plane of time. On other planes they feel discomfort and the weight of the forward motion of time in relation to the planes upon which their other manifestations exist.
A character may make an Arcana or Dungeoneering check to garner the following information.
DC 15: Time elementals are embodiments of time from a plane of existence related to the Far Realm.
DC 25: When in danger, a time elemental can summon itself from the past or future, or pause time altogether.
DC 30: Time elementals cannot be summoned, conjured or otherwise brought into being by any known spell. There are rumours of noble and royal time elementals who can stop time, cause living creatures to rapidly age or grow young, or move sideways through time.
A gang of foulspawn are constructing their own strange warren, and have attracted the attention of a time elemental.
Level 12 Encounter (XP 4000)
- 1 foulspawn mockery (Level 10 controller, 500 XP, Monster Manual 3)
- 3 foulspawn hulks (Level 12 brutes, 700 XP each, Monster Manual 1)
- 1 time elemental (Level 12 lurker, 1400 XP)
- 6 squares of rage stone
Time Elemental Tactics
In combat, a time elemental will create fugues as often as possible, timing its already there to arrange flanking positions. Although this movement power can only be used once or twice, each of its copies will have its own separate ability to use this.
Since it moves slowly, its only opportunity to escape a battle is with its respite ability once bloodied. At this point, it is intelligent enough to know when to press the attack or to position itself in a square in which it can hide or sneak away.