Excerpts: The Phane
4th Edition Monster Manual
Abominations are living weapons that were created during the ancient cosmic war between the gods and the primordials. Some of these creations were enormous (such as today's art preview: the tarrasque), others small. Some were singular beings of terrific power, while others were legion. A few abominations stand apart as failed or incomplete divine experiments that have either been locked away or forgotten.
Phanes can manipulate time, which they use to sow chaos among mortals. Occasionally they form pacts with powerful beings that share their destructive propensities. Consisting of coalescent mist, this creature has the lower body of a hunting cat and the torso, arms, and head of a humanoid. The air ripples around the creature, and though it moves with feline grace, it seems as though it can barely hold itself together.
A phane uses its great speed to stay out of range of opponents while targeting them with wizening ray. If forced into close combat, a phane uses either its temporal touch or wizening tempest to slow or stun enemies so it can withdraw safely and attack from a distance.
A character knows the following information with a successful Religion check. DC 25: Phanes are native to the Astral Sea, but they are found throughout the cosmos, walking the space between moments, ever on the hunt for prey.
Phanes aren’t choosy about their allies. Legend tells of them working with sorrowsworn, nightwalkers, powerful demons and devils, and mighty fey.
Level 26 Encounter (XP 46,000)
- 1 phane (level 26 elite controller)
- 2 sorrowsworn soulrippers (level 25 skirmisher)
- 2 dread wraiths (level 25 lurker)
Level 26 Elite Controller
Large immortal magical beast
Initiative +23 Senses Perception +25; darkvision
HP 478; Bloodied 239
AC 41; Fortitude 38, Reflex 41, Will 38
Saving Throws +2
Speed 10, fl y 10
Action Points 1
Reach 2; +29 vs. Reflex; 2d8 + 10 damage, and the target is slowed until the end of the phane’s next turn. The phane shifts 4 squares before or after making this attack.
Ranged 10; +29 vs. Fortitude; 2d6 + 9 damage, and the target is dazed and weakened (save ends both). Aftereffect: The target is weakened (save ends). The target appears elderly until the effects of the wizening ray end.
Close burst 1; phanes are immune; +29 vs. Fortitude; 2d6 + 10 damage, and the target is stunned (save ends). Aftereffect: The target is dazed and weakened (save ends both). The target appears elderly until the effects of the wizening tempest end.
Temporal Fugue (minor; at-will)
By moving backward and forward in time, a phane can remove one effect afflicting it.
Str 24 (+20)
Dex 30 (+23)
Wis 25 (+20)
Con 23 (+19)
Int 28 (+22)
Cha 22 (+19)