Extratemporal Existence. The chronalmental myrmidon exists outside of time. As such it can experience the immediate past and future simultaneously. This creature cannot be surprised and has advantage on attack rolls, ability checks and saving throws. Additionally, other creatures have disadvantage on attack rolls against this creature. This effect cannot be ended short of the wish spell or similar, powerful magic. It can be suppressed until the start of this creature's next turn with a dispel magic or similar, lesser spell. If suppressed, no action is required to restart this ability.
Legendary Resistance (3/day). If it fails a saving throw it may choose to succeed instead.
Multiattack. The chronalmental myrmidon makes 1d4 +1 slam attacks or 1d4+1 Reality Fissure attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 17 (2d10 + 7) bludgeoning damage. This attack is magical for the purposes of overcoming resistances.
Reality Fissure. Ranged Spell Attack: +9 to hit, range 60 ft., 1 target. Hit: 16(3d6 + 7) damage and rolls a D10. (1-2) Vision of the Far Realm: damage is psychic and the target is stunned until the end of its next turn. (3-5) Rending Rift: damage is force and target's movement is reduced to 0 until the end of its next turn. (6-8) Wormhole: Damage is foce and the target is teleported up to 30 feet to an unoccupied space of your choice that you can see and is knocked prone. (9-10) Chill of the Void: Damage is cold and the target is blinded until the end of its next turn. The target can make a DC 17 Constitution save to avoid the effects of the attack.
Steal Time 1/day. The chronalmental myrmidon targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw. On a failed save the chronalmental myrmidon draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental myrmidon's speed is increased by 30 feet and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving thow at the end of each of its turns, ending the effect on a success.
Temporal Shunt. The chronalmental myrmidon targets a creature making an attack against it. The target must succeed on a DC 17 Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the garget reappears where it was or in the closest unoccupied space. The target doesn't remember the creature casting the spell or being affected by it.
While in its lair a chronalmental myrmidon is a legendary creature and has legendary resistances and may perform 3 legendary actions at the end of another creature's turn. Only one option may be used at a time. The chronalmental myrmidon regains all legendary actions at the start of its turn.
Detect (Costs 1 Action). The chronalmental myrmidon can make one Perception check.
Slam (Costs 1 Action). The chronalmental myrmidon can make one Slam Attack.
Void Slip (Costs 2 Actions). The chronalmental myrmidon twists the fabric of space. Each creature within 15 ft. of this creature must make a DC 17 Dexterity saving throw or dake 14(2d6 +7) force damage and be knocked prone. The chronalmental myrmidon may then teleport to an unoccupied space within 30 ft.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A chronalmental myrmidon is a collection of time and space energy given sentience. It resembles other elementals in its basic form, except that it is made up of void and time energy rather than the stuff of firmament. A chronalmental myrmidon stands 15 ft. tall and trails whisps of scintillating, colored energy as it moves.
As a being of time its form is hazy and can be difficult to define, making it incredibly difficult to engage in direct combat without powerful magic.
Lair and Lair Actions
The chronalmental myrmidon prefers lairs that exist in warps or voids in space-time. A chronalmental myrmidon's lair typically consists of random collections of flora, fauna, architecture and decor that have collected in these pockets. These items may shift and rearrange themselves at the command of the chronalmental making them very dangerous to those who would attempt to challenge the myrmidon in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the chronalmental myrmidon takes a lair action to cause one of the following effects; the chronalmental myrmidon can’t use the same effect two rounds in a row:
- Summon 1d10 mephits of a random variety within 10 ft. of a point it can see.
- Summon 1d6 lesser elementals of a random variety within 20 ft. of a point it can see.
- Cause a section of building no larger than 20 ft. by 20 ft. to collapse. Any creature under this section must make a DC 15 Dexterity saving throw or be buried under the rubble taking 3d6 bludgeoning damage and becoming restrained. A successful save negates the restraint and reduces the damage taken by half. At the end of the round these sections magically reassemble themselves to their original form.
- Cause sections of wall to appear and disappear at any unoccupied space(s) it can see. The total area for this ability cannot exceed 60 square feet but need not be continuous. Each effect lasts until the chronalmental myrmidon changes the position again.
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