Spell Ward. The anomaly has advantage on saving throws against spells, and spell attacks have disadvantage against it.
Unlawful Existence. The anomaly rolls a d20 at the start of each of its turns, causing a different effect depending on the number rolled. On a 1-9, the anomaly loses 10 hit points. On a 10-14, the anomaly gains resistance to all damage except force until the beginning of its next turn. On a 15-19, the anomaly has half cover from all effects until the beginning of its next turn. On a 20, the anomaly permanently loses this trait.
Multiattack. The anomaly makes two Warp attacks.
Warp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) force damage.
Temporal Abnormality (Recharge 4-6). The anomaly warps forward in time. It instantly appears in an unoccupied space up to 40 feet away from it.
Description
Dunamancy magic, the manipulation of time and space itself, is not without risks. If a spell of with the dunamancy tag is ended prematurely (such as by dispel magic, counterspell, or a failed concentration save), the caster must make an Intelligence (Arcana) check (DC equal to 10 + the level of the spell]). If the check fails, they create a Temporal Anomaly. Temporal Anomalies are masses of writhing energy and pure, disrupted possibility. They are scourges on space, time, and reality. Upon being created, they lash out at anything and everything they can see using reality-distorting attacks. Often, these problems solve themselves, but sometimes they remain to haunt their creators.
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