Time Restoration. At the begining of his turn he goes back to how it was at the start of the last creature in initiatives turn.
Innate Spellcasting. His spellcasting ability is [int] (spell save DC 16, +8 to hit with spell attacks).
at will: [Hold person], [Ray of Frost], [Gift of Alacrity], [Message], [Disguise Self] 3/day: [Misty Step], [blur], [haste], [Temporal Shunt], [Counter Spell]
Temporal Awareness. Adds his int mod to initiative rolls.
Time jump. As an action he can change his location to a spot he can see within 300ft that he has been to in the past 8 hours.
Hourglass Attack. Hourglass Attack: +8 to hit, reach 5 ft., 1 target. Hit: 10 (d8 + 5) [Slashing] damage. When a creature gets hit by Hourglass they must make a DC 16 Wisdom save. On a fail they gain the effects of the slow spell, on a success nothing happens.
Time killer Attack. TimeKiller Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (d4 + 5) Piercing] damage. When a creature gets hit by Hourglass they must make a DC 16 constitution save. On a fail they age at 1.5 times their current rate, on a success nothing happens.
Enter the description for how bonus actions work for your monster here.
Spell Catch. When an enemy cast a spell he can use his reaction to slow it down turning it into a bead. When a creature crushes one of these beads they cast the spell contained within it. He can make up to 4 beads a day.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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