Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Timeless Breath (Recharge 5–6). The dragon exhales a streak of white-blue light in a 120--foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (14d10) lightning damage on a failed save, or half as much damage on a successful one.
The dragon can take 4 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.
Detect. The dragon makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 16 (2d6 + 6) bludgeoning damage and be knocked prone.
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
This dragon has moved beyond time and the limitations of mortality. It appears as an enormous white and blue beast, with varying shades of both flickering through its skin like lightning bolts. Its eyes are a brilliant glowing white, faintly tinted with a sapphire hue.
Lair and Lair Actions
Chrono dragons make their lairs in mountainous places, using their unique electric-cloud breath and their burrowing ability to carve out crystallized caverns and tunnels inside the mountains of the Chrono Plane.
Time-shatter storms rage around a chrono dragon’s lair, and narrow tubes lined with a glowing purple stone ventilate the lair, all the while avoiding the deadly time tunnels that are the dragon’s first line of defence.
A chrono dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Ceiling Collapse","rollDamageType":"bludgeoning"}[/rollable] bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of shining purple sand swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
Regional Effects
The region containing a chrono dragon’s lair is warped by the dragon’s magic, which creates one of the following effects:
- Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
- Hidden time tunnels form in and around the dragon’s lair. A time tunnel can be spotted from a safe distance with a successful DC 15 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the time tunnel must succeed on a DC 15 Dexterity saving throw or fall unconscious. they may use their next action to perform a DC 16 Wisdom (Arcana) check, escaping the random timeline they were thrown into and becoming conscious again on a success.
If the dragon dies, the dust devils disappear immediately. Any time tunnels remain where they are.
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