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Repeater

by Jamie Baty

IM 47
Colossal Dragon (Exalted, Extraplanar)
Hit Dice: 25d12+250 (412 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 90 ft. (18 squares), fly 120 ft. (poor)
Armour Class: 32 (-8 size, +30 natural), touch 2, flat-footed 32
Base Attack/Grapple: +25/+52
Attack: Bite +28 melee (8d10 +11/8d10+11)
Full Attack: Bite +28 melee (8d10 +11/8d10+11) and 6 claw +24 melee (2d10 +5/2d10+5)
Space/Reach: 30 ft. /20 ft.
Special Attacks: Dangerous foreknowledge, mind power, repeater snort
Special Qualities: Darkvision 60ft., dragon traits, low-light vision, potent magic, spell reflection, spell resistance 35, time magic immunity, telepathy 100ft
Saves: Fort +24, Ref +14, Will +21
Abilities: Str 33, Dex 11, Con 30, Int 20, Wis 25, Cha 24
Skills: Concentration +38, Diplomacy +35, Heal +35, Hide -16, Intimidate +35, Knowledge (the planes) +33, Listen +37, Search +33, Sense Motive +35, Spellcraft +33, Spot +37, Survival +35
Feats: Alertness, Cleave, Great Cleave, Improved Critical (Claw), Improved Initiative, Overwhelming Critical (Claw), Power Attack, Weapon Focus (Claw), Weapon Specialisation (Claw)
Environment: Astral and Outer Planes
Organisation: Solitary, or Pair
Challenge Rating: 30
Treasure: Teeth
Alignment: Usually lawful evil
Advancement: 26-75 HD (Colossal)
Level Adjustment: -

The repeater, also called the ditto-monster, is a six legged reptilian Exalted life form. It is 75 feet long and 15 feet wide. Its body is covered with shimmering multi-coloured scales, and its teeth and claws are long and razor-like. It has four pairs of wings, two protruding between each set of legs.
Repeaters are thought to be related to draeden and/or dragons, but all three life forms deny the connection. Little else is known about these creatures.
Repeaters are dangerous scavengers of the Astral and Outer Planes. They do not usually attack Immortal projects, preferring to wander and search for single travellers or those in small groups.
Repeaters enjoy eating the forms created by Immortals, but also savour mortal humans and demi-humans. They can converse in many languages, and also by telepathy, but usually find communication unimportant.
Repeater teeth have several uses. They can be used as material components for time related spells and magic items. Additionally they are razor-sharp and durable, capable of being made into masterwork daggers and shortswords with double the hardness and hitpoints of normal steel weapons of the same type. These weapons are suitable for epic-level enchantments.

Combat
The repeater can be a formidable opponent in physical combat. It makes an attack with each of the six claws, and another for the bite, but the repeater's attacks are so quick, each attack is actually a double attack. Thus when hit by a claw, the victim actually is hit twice. Damage listed above takes this into account.
The repeater can use all forms of Power combat, and will do so against other power-using creatures.
This creature's most feared ability is its snort. The monster can snort at the end of any melee round, and no other limit applies to the frequency. Its snort produces an odd feeling of entrapment in all life forms within 300 feet of the repeater.

Dangerous Foreknowledge (Ex): A repeater receives a +8 bonus to all attack and damage rolls against foes that have succumbed to its repeater snort.

Mind Power (Sp): As a swift round action, a repeater may create a variety of spell-like effects at the expenditure of Power Points. It possesses 5000 Power Points. Power Points regenerate with rest at the rate of 1 PP per minute of rest. Repeaters are associated with the Sphere of Time. The following are typical uses for the Power Points:
• A repeater can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP).
• A repeater may cast the immortal spells power attack (2 PP per 1d6, up to 25d6), probe (5 PP) and probe-shield (5 PP).

Repeater Snort (Su): As a free action at the end of a round, a repeater may snort. Any creature hearing the snort within 300ft must make a Will save vs DC 34 (Cha based). If successful, nothing happens; if failed, they fall prey to the repeater's deadliest ability. Any victim of the repeater effect must repeat all of the previous round's actions. The repeater, of course, is under no such compulsion, and acts with deadly foreknowledge of its victim's actions. It cannot, however, move about during the round after it snorts.
For each victim affected by the snort, the previous round's attack and damage rolls apply once again, and all magic use and Power combat actions are repeated exactly. If unable to cast a spell again or use an item again, the victim does nothing. If movement occurred, the same movement is taken again, but starting from the current position (if physically prevented from moving the full distance, the victim will move as far as possible and is treated as having moved the full distance).
The creature will usually choose not to snort at the end of a round in which it has been physically damaged, for the same damage would then recur. It will probably snort when subjected to Power attacks from multiple sources, as it can win them all if repeated.
Anyone entrapped by the repeater effect may make a new saving throw (Will vs. DC 34) at the end of the round of repetition. If this is successful, the effect ends at that time, and the victim can freely choose actions for the coming round. If failed, the victim must repeat the same actions again. Any number of rounds of action may be repeated in this way, and a repeater may snort every round if desired.

Potent Magic (Ex): Unlike mortal creatures, a repeater can affect an immortal with its magical attacks.

Spell Reflection (Ex): Any spell or spell-like ability successfully resisted by the repeater is automatically reflected back at the caster for full effect.

Time Magic Immunity (Ex): A repeater is completely immune to any magic associated with the Sphere of Time or cast by Exalted or Immortal creatures associated with the Sphere of Time.

Telepathy (Su): A repeater can communicate telepathically with any other creature within 100 ft that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.