Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) force damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Time Shift (Recharge 5-6). The dragon exhales time altering energy in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) force damage and on a failed save, or half as much on a save.
The dragon can take 3 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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
On the precipice of reality, the ancient time dragons population has dwindled to a select few. The air in the surrounding area crackles with distortions and time altering energy. Gravity itself seems to exist and not exist at the same time. These purple almost crystalline dragons seem used to if not comfortable in these conditions where most lifeforms could not even survive.
Lair and Lair Actions
On the edges of reality where time and space are more abstract and easily influenced, these dragons keep a watchful eye on the fabric of reality. Some choose to manipulate the rules of time for their own personal gain and others strive to keep the balance of time. The area is usually desolate and gravity is never quite right here. Typically, other time-based entities wander the surrounding area, and debris from the shifting landscape can be seen floating around or suddenly falling to the ground as the effects of time come and go. The hoards are small but are generally extremely valuable.
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:
- Time comes to a halt in a point the dragon can see within 120 feet of it, in a 40-foot radius cube. Each creature in the effected area when it is created must make a DC 15 Wisdom saving throw or be subjected to the conditions of the slow spell until the dragon dismisses it as an action, uses this lair action again, or dies.
- Energy speeds up to a point where it bursts from a point within 120 feet of the dragon, creating a 10-foot radius sphere explosion. Each creature in this area must make a DC 15 Dexterity saving throw or take 21 (6d6) force damage on a failed save, or half as much on a success.
- 10-foot-high, 20-foot-radius circle created at a point within 120 feet of the dragon becomes void of time, freezing everything in its place. Each creature in this area must make a DC 15 Constitution saving throw or be paralyzed until initiative count 20 of the next round.
Regional Effects
The region containing a legendary time dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- People age slowly, hastily, or in reverse when within 1 mile of the dragon's lair.
- Scrying magic done on an area within 5 miles of the lair may show the area but in the wrong time.
If the dragon dies, these effects fade over the course of 1d10 days.
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