Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Temporal Annihilation. When the dragon scores a critical hit on a creature, the target suffers a level of exhaustion and is magically aged. Roll a d10, on an even outcome, the target ages forward, on an odd, the target ages backwards.
Portent (3/day). When the dragon finishes a long rest, roll three d20s and record the numbers rolled. It can replace any attack roll, saving throw, or ability check made by it or a creature that it can see with one of these foretelling rolls. The dragon must choose to do so before the roll, and it can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When it finishes a long rest, it loses any unused foretelling rolls.
Innate Spellcasting. The dragon's spellcasting ability is Intelligence (spell save DC 23). It can innately cast the following spells, requiring no material components:
At will: shield, counterspell, temporal shunt
3/day each: gravity sinkhole (at 5th level), pulse wave (at 7th level), slow
1/day each: time stop, time ravage
Multiattack. The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws, or three attacks with it's Astral Missile.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Temporal Breath (Recharge 5–6). The dragon exhales energy from the Astral Sea in a 100-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 91 (18d10) force damage on a failed save, or half as much damage on a successful one. On a failure of 5 or more, a creature suffers one level of exhaustion and is magically aged. Roll a d10, on an even outcome, the target ages forward, on an odd, the target ages backwards.
Astral Missile. Ranged Spell Attack: +18 to hit, reach 120 ft., one target. Hit: 26 (4d8 + 10) slashing damage.
Time Rush. The dragon can take the Dash action as a bonus action.
Mote of Possibility. The dragon can use a bonus action to allow it to reroll one attack it makes for the turn.
Threads of Fate. When a creature the dragon can see makes an attack roll, ability check, or saving throw, it can have them roll another d20 and choose which one the target uses.
Displacement. When the dragon would take damage or fails a saving throw, it can use it's reaction to teleport to an unoccupied space within 500 feet of it. If it leaves the source of the damage or saving throws' range, it suffers no damage or effects.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Astral Missile. The dragon makes an Astral Missile attack.
Teleport. The dragon can magically teleport to an unoccupied space it can see within 500 feet of it.
Time Jump (Costs 2 Actions). The dragon shifts into the Ethereal Plane and travels in a straight line to a point he can see within 80 feet of him. Each creature who's space he passes through within the Ethereal Plane must succeed on a DC 25 Constitution saving throw or take 44 (6d12 + 10) force damage and be knocked prone.
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