Medium Undead, Neutral Evil
Armor Class 16
Hit Points 35 (5d8 + 2)
Speed 40 ft.
STR
10 (+0)
DEX
12 (+1)
CON
15 (+2)
INT
18 (+4)
WIS
10 (+0)
CHA
8 (-1)
Skills Arcana +3, History +2, Investigation +4, Stealth +2
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft, Unknown They have the ability to sense nearby (30 ft, at most 1 day old) disturbances in the Demiplane of Time caused by linear beings passing through., Passive Perception 10
Languages Common, and any languages it knew in life.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Unreal. Time Wights are no longer part of reality, trapped forever outside of the flow of linear time.  If they ever leave the Demiplane of Time, they are instantly destroyed, as the purely temporal forces that hold them together disperse.

Nonlinear Being. Being natives of the Demiplane of Time, they are non-linear beings.  As such, they are immune to any linear time-related effects (eg. Haste, Slow, etc), have Advantage to save against Chronomancy spells (unless otherwise stated), and cannot be the originating cause of a temporal paradox.  The Time Wight can, however, create paradoxes originating in the past of others.

 

Actions

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.  A humanoid slain in this way whose body remains on the Demiplane of Time for 5 subjective days rises again as a Time Wight.  Mist-smoke begins to swarm around the victim’s body until, several days later, most of his physical body is hidden within the shroud.  Companions can prevent the transformation by bringing the body back to reality before the new Time Wight awakens.

Malicious Paradox. Melee Weapon Attack: +4 to hit, reach 5ft, one creature Hit: 5 (1d8) necrotic damage.  With this touch, the Time Wight forces the victim to experience a  paradox, fouling their past. Often it uses this to exchange a spell that a wizardly victim has memorized for one that is entirely useless in the given situation, but it may be other small things, like causing an action taken to quaff a healing potion to instead have been a drink from the character's waterskin, etc.

Description

Time Wights are the undead analogue of the Demiplane of Time, a large number of them having been Chronomancers in life.  Since their very existence is the result of primal temporal forces, leaving the Demiplane of Time into any plane of reality means instant destruction for the Time Wight.  At a glance, they appear to be composed entirely of the temporal mist-smoke of Demiplane of Time, condensed down into a near-solid form.  Flashes of silver light seem to pulse from within their forms like lightning in a storm cloud, and twin red glows emanate eerily from where their eyes ought to be.  As a Time Wight moves, observers may almost swear a glimpse of its physical body can sometimes be seen through the haze of the mist.

Time Wights usually hunt alone unless they are stalking a large group or an exceptionally powerful individual. They track a single target for as long as months until they are able to catch the victim by surprise. If a small group of travelers is their quarry, the Time Wights will wait until one individual separates from the others before attacking.

Time Wights have no lairs, and they are beyond the desire for material wealth. The only thing a Time Wight actually possesses is a deep-seated hatred for linear creatures and a desire to see them all destroyed. These evil undead are highly intelligent and know much concerning the Demiplane of Time , which is one more thing driving their eternal rage, since they can no longer make use of this information personally. It's no good to them if they can never leave the pseudo-plane and have any effect upon reality.

Of all linear beings, Time Wights hate the guardians of the Demiplane of Time the most, as these elite Chronomancers have the greatest influence upon reality of any Chronomancer. The jealousy these Time Wights feel burns fiercely in them, and they sometimes organize small ambushes for a guardian if they think there is any chance of catching the powerful Chronomancer by surprise. This is hardly likely, as the guardians are well aware of the Time Wights, and of the dangers that they represent to travelers of the Demiplane of Time.

Despite this hatred focused upon them (of which they are sometimes painfully aware), the guardians tend to leave the Time Wights alone.  Since the creatures can’t slip into reality, they are no danger to the timestream, or the fabric of existence. In fact, they act as a kind of weeding-out system. In the opinion of many guardians, Chronomancers who are too unwary to deal with Time Wights on their own are stupid (or at least incautious) enough to present a danger to the timestream themselves. If the Time Wights take care of these bumblers early on, then it may never be up to the guardians to do so if the fools somehow manage to gain enough power to warrant attention.

On the other hand, those who survive an encounter with a group of Time Wights learn a fine lesson about the dangers of time travel. The impact that this lesson can have is often far more effective than any lecture a guardian might issue.

If there is any hope of dealing with a Time Wight, it is through exploiting their near-singular desire to seek the destruction of a guardian above all else. More than one cunning Chronomancer or adventurer has been spared by a group of Time Wights by promising to deliver a guardian or two into a trap of their devising – the more guardians, the better. Of course, more often than not these deals fell through when the Time Wight’s would-be victim simply tells the guardians of the creatures’ plans, or escapes back to reality without fulfilling their end of the deal. Now, the Time Wights are more than a little wary of cutting such deals, and getting them to agree to one takes some cunning.

Time Wights simply cannot exist outside of the normal Demiplane of Time. They are neither hunted by native creatures, nor do they hunt them. Time Wights roam the various timestreams of the Demiplane of Time in search of one thing: linear lifeforms intruding upon their realm. Once the mist trail left by an intruder is discovered, a Time Wight tracks that individual down (unless, of course, the traveler leaves before the Time Wight manages to catch up with him). Time Wights can move just as fast as most Chronomancers, and they never have to sleep, so it is a rare feat to outdistance them.

Monster Tags: undeadhumanoidElemental

Lowraith

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