Legendary Resistance (1/Day). If the phane fails a saving throw, it can choose to succeed instead.
Temporal recovery. As a bonus action the phane can shift there state in time forwards making an effect on them based on time ends if it is up to or under 1 minute.
Multiattack. The phane makes two attacks: one with its wizening ray and one with its temporal touch
Temporal touch. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 10) [force] damage. and after this the phane teleports upto 20ft away into a free spot on this radius.
Wizening ray. RangedWeapon Attack: +14 to hit, range 20/100 ft., 1 target. Hit: 17 (2d6 + 9) [force] damage. The target on a hit must make a dc 20 wisdom save or be blinded and deafened until the end of the phanes next turn.
Wizening tempest (recharges on a 6). The phane lets out a pulse of energy within a 20ft radius all targets who aren't phane must make a dc 20 wisdom save or be stunned until the end of the phanes next turn and takes 2d6 psychic damage, on a success this does nothing.
Description
PHANES CAN MANIPULATE TIME, which they use to sow chaos among mortals. Occasionally they form pacts with powerful beings that share their destructive propensities. Consisting of coalescent mist, this creature has the lower body of a hunting cat and the torso, arms, and head of a humanoid. The air ripples around the creature, and though it moves with feline grace, it seems as though it can barely hold itself together.
Very good adaptation to 5th edition.
Thank you so much I'm a massive fan of your stuff.