Irii
System: Pathfinder | SRD
Irii
CR 19
XP 204800
Init +12/+2; chronosurge
;
Senses darkvision 60 ft. ; Perception +31
Defense
AC 34, touch 26, flat-footed 25 (+8 Dex, +1 dodge, +7 insight, +8 natural)
hp 333 (23d10+207); fast healing 10
Fort +16,
Ref +22,
Will +18
DR 15/chaos or lawful (see text)
Immune disease, paralysis, slow , stun
SR 30
Offense
Speed 60 ft., fly 90 ft. (perfect); (30 ft., fly 60 ft. without haste )
Melee 2 +2 adamantine longswords +31/+26/+21/+16 (1d8+10/17–20)
Special Attacks curse of time, temporal manipulation
Spell-Like Abilities (CL 19th; concentration +26)
Aura aura of fate (30 ft.)
CMB +31
CMD 57
Statistics
Str 26,,
Dex 27,,
Con 28,,
Int 25,,
Wis 21,,
Cha 24
Base Atk +23
Feats Double Slice , Flyby Attack , Greater Two-Weapon Fighting , Improved Critical (longsword) , Improved Initiative , Improved Two-Weapon Fighting , Power Attack , Quicken Spell-Like Ability ( dispel magic , mirror image , slow ), Two-Weapon Fighting , Weapon Focus (longsword)
Skills Acrobatics +34, Bluff +33, Disable Device +34, Disguise +30, Fly +42, Knowledge (arcana) +30, Knowledge (history) +33, Knowledge (planes) +33, Perception +31, Sense Motive +31, Spellcraft +30, Stealth +34, Use Magic Device +33
Languages Abyssal, Aklo, Celestial, Common; tongues
SQ change shape (Small or Medium humanoid, alter self)
Special Abilities
Aura of Fate (Su) A creature that ends its turn within an irii’s 30-foot-radius aura of fate must succeed at a DC 28 Will save or be forced to declare all actions that it will take on its next turn and be unable to change them. These actions are declared in the same manner as readied actions. If a declared action is impossible to complete or becomes impossible to perform (such as performing a full attack on a creature that is no longer adjacent), that action is lost. The irii is aware of what actions an affected creature intends to take. A nondetection spell renders a creature’s fate unreadable and negates this effect. Iriis are immune to the auras of other iriis. The save DC is Wisdom-based.
Chronosurge (Ex) An irii gets two turns each round, one on its initiative count and another on its initiative count – 10.
Curse of Time (Su) An irii can rewind or fast-forward a target’s personal timestream, crippling the victim with age or inducing temporary amnesia by rewinding the victim’s memories. A creature that takes damage from an irii’s sword attack becomes exhausted or feebleminded (as per feeblemind ) for 1 round by this effect unless it succeeds at a DC 28 Fortitude save. Once a creature successfully saves against an irii’s curse of time, it is immune to that particular irii’s curse of time for 24 hours. Immunity to magical aging prevents this curse effect. The save DC is Charisma-based.
Frozen Moment (Su) Up to three times per day as a swift action, an irii can freeze time around itself for the duration of its turn. This does not grant the irii additional actions, but it prevents creatures from taking attacks of opportunity or readied actions against the irii while this ability is active.
Temporal Insight (Ex) An irii gains an insight bonus to its Armor Class equal to its Intelligence modifier (+7 for most iriis).
Temporal Mastery (Su) Whenever a creature within 60 feet of an irii uses time stop , the irii can act normally as if it had cast time stop itself. As neither the irii nor the caster is frozen in time with respect to the other, each can target and affect the other with attacks, spells, or other effects they create, though neither can affect frozen creatures for the duration of the time stop . This ability functions even if the irii is flat-footed or unaware of its opponent. Additionally, an irii can always take actions in a surprise round.
Temporal Manipulation (Su) An irii’s specific temporal manipulation abilities depend upon its alignment. Chaotic iriis can rewind time as an immediate action 3 times per day in response to being struck by a spell, spell-like ability, or attack, negating all damage and effects of the triggering action. Spells that predict the future—such as augury , divination , foresight , moment of prescience , and truestrike —cannot perceive chaotic iriis and provide no benefit against them or information about them. Lawful iriis weigh their foes down with knowledge of their inexorable futures. A creature must roll twice and take the lowest result on attack rolls and caster level checks to overcome spell resistance against a lawful irii, and cannot use abilities to force the irii to reroll a successful d20 roll or to roll multiple times and take a lower result.