TIME ELEMENTAL

FREQUENCY: Very rare
FREQUENCY: Very rare ([Dungeon Level VIII])

NO. APPEARING: 1 (See below)
ARMOR CLASS: 2
MOVE: 1"
HIT DICE: 12 or 16 (20)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12 or 4-16 (5-20)
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: Special, see below
INTELLIGENCE: Very to exceptional (genius to supra-genius)
ALIGNMENT: Neutral
SIZE: S
LEVEL/X.P. VALUE: VII | 3000 + 20

Timeelementals are basically of 2 sorts, the regular and noble. Information
given in parentheses pertains to noble specimens. Time elementals
exist in more than 1 time period, so they are always perceived as small
creatures resembling a cloud of fire dust or vapor. They attack normally
by spraying a fine, powdery substance at opponents. Those hit suffer
damage due to cell death (aging).

Common time elementals can bring themselves from other times so as
to effectively add 1-4 additional creatures, but a hit on any 1 damages all
the manifestations of the time elemental. Therefore, when under attack,
a time elemental will typically bring its other manifestations to its
present time locale, gain multiple attacks that round, and then vanish
completely into the time stream the next.

As a time elemental has the power to move forward, backward or
sideways in time, (1 round for each hit die). It can usuallyavoid contact
or break off contact at will. Unless the avoided party also has the ability
to travel in time, the time elemental is then absolutely untraceable.
Those able to follow will see a faint trail of haze in the direction of the
time elemental's movement. Similarly, a time elemental can pursue by
time movement, 1 " for each hit die, thus equalling up to a 13" or 17"
movement rate. This could even put the elemental in front of a fleeing
opponent.

All time-related spells are useless within 3" physical distance of a time
elemental, and no such spell will affect or reveal anything about a time
elemental or its actions. In addition, as these creatures exist across
mulitple times, there is only 1 chance in 10 that any spell cast or magic
employed against or upon a time elemental will actually affect it. (To
determine this, roll 1d10 to find its current center of vulnerability, then
roll a second 1 d10 to see if it matches the first number rolled. If so, the
spell or magic works.) Again, any opponent able to move through time
can determine where the time elemental is most vulnerable, so magic or
spells used by such an opponent will function properly, although the
time elemental is still allowed a saving throw.

Noble time elementals have all the powers of common ones. In addition,
each has the power to cast a time stop spell (whichwillaffecteventime
elementals of common sort), age a creature by 1-20 years, make a
creature younger by 1-20 years, age nonliving vegetable matter by
10-200years,agemineral material by 100-2000 years,and move upto
4 other creatures along time (forward, backward, or sideways) randomly,
ortoa desired locale, singly or jointly, providing the creatures are
willing to go or fail to save vs. spells. Each power is usable per round, at
will, once per day. Time elementals seldom appear on any plane but that
of Time; on other planes they feel discomfort and the weight of the
forward (or other) motion of time in relation to the plane upon which one
of their manifestations exist. Similarly, time elementals cannot be conjured,
summoned, or otherwise brought into being by any standard
means or known spell.

On the Time Plane there are other creatures dissimilar to time elementals.
There are also said to be certain royal time elementals of greater
power than even the nobles'. These creatures rule their fellows and
serve certain deities. Royal time elementals have 24 or 28 hit dice,
cause the same number of hit points of attack damage (6-24 or 7-28),
and have double the number of powers. In addition, royal time elementals
can summon 1-4 common (70%) or 1-2 noble elementals (30%)
once per day.
 

Q: Can a character pay a noble time
elemental to move him to a time
when an adversary was only 1st
level, so he can be easily killed?
Where is the plane of Time?

A: It might be possible for player characters
to convince a time elemental to move
them in time. Time elementals are merely
creatures which exist outside the normal
flow of time, however. They do not have
detailed knowledge of the entire continuum;
thus, the time elemental is able to
move a character to a location of a character
?s choosing by a considerable amount --
say 1,000 years or so, with a wide margin
for error. Furthermore, once a time elemental
moves a character, there is no
guarantee that it will be there to move him
back. The plane of Time is a demi-plane, a
timeless void located somewhere (or perhaps
somewhen) within the Ethereal plane
(see Manuel of the Planes, page 21).
(138.13)