Time Dragon
Time Dragon
Time Dragon
Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and
allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a
result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view
of what is, what was, and what will be. ARTIST: JOHN TEDRICK
Saving Throws Dex +10, Con +16, Wis +12, Cha +14
Languages all
Cycle of Rebirth. If the dragon dies, its soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all
damage and hatches into a time dragon wyrmling after 1d100 years. The dragon retains all memories and knowledge it gained in its previous
life.
Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Rend. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 10 (3d6) force damage.
Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area
that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a
creature takes 52 (8d12) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this
state, attack rolls against it have advantage, it has the poisoned condition, and other creatures have resistance to all damage it deals. On a
successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it can see
within 30 feet of itself. The portal links to a precise location on any plane of existence at a point in time up to 8,000 years from the present,
whether past or future. The portal lasts for 24 hours or until the dragon’s concentration ends (as if concentrating on a spell). The portal has a
front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is
transported to the destination, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created
by the dragon from opening in the rulers’ presence or anywhere within their domains.
Reactions
The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.
Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 90 feet of itself that is
weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can’t increase.
Time Slip. The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then
immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Saving Throws Dex +8, Con +12, Wis +9, Cha +11
Languages all
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Rend. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) force damage.
Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area
that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a
creature takes 36 (8d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state,
attack rolls against it have advantage, and it has the poisoned condition. On a successful save, a creature takes half as much damage only. A
weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves.
Reactions
The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.
Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 60 feet of itself that is
weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can’t increase.
Time Slip. The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then
immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical
sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair.
The challenge rating of an ancient or adult time dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can’t
take the same lair action two rounds in a row:
Temporal Fling. The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must
succeed on a DC 18 Wisdom saving throw or take 26 (4d12) psychic damage and move 1 round forward in time. A target moved
forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space
nearest to that space if it’s occupied.
Temporal Lag. The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the
affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action.
Timeline Divergence. The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and
the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which
version is moving or acting. If an effect or attack can target both the dragon’s spaces at the same time, the dragon is affected only
once.
Regional Effects
The region surrounding an ancient or adult time dragon’s lair is altered by the dragon’s magic, creating one or more of the
following effects:
Time Dilations. Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your
choice).
Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass.
If the dragon dies, these effects fade over the course of 1d10 days.
Rend. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) force damage.
Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 30-foot cone. Nonmagical objects and vegetation in that area
that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a
creature takes 31 (7d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state,
attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself after it succeeds on two of these saves.
Actions
Rend. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) force damage.
Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 15-foot cone. Nonmagical objects and vegetation in that area
that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a
creature takes 27 (6d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state,
attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success.
ARTIST: JOHN TEDRICK
—Morte
ARTIST: COUPLEOFKOOKS
Vargouille Reflection
Vargouilles are flying Fiends that resemble disembodied Humanoid heads with wings. While most vargouilles roam the planes to
curse Humanoids and create more vargouilles, a variant known as the vargouille reflection resides in Undersigil. When a vargouille
reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own disembodied
head.
VARGOUILLE REFLECTION
Tiny Fiend, Typically Chaotic Evil
Armor Class 12