Time's Conflux. Atheon is immune to spells that would alter its form, space, or time unless it chooses to be affected (e.g. banishment, haste, polymorph, slow). It has advantage on all other saving throws against spells.
Gunner. Atheon does not have disadvantage on ranged weapon attacks when a hostile creature is within 5 feet of it.
Deterministic Armor. As the center of the Vex's temporal conflux network, Atheon can perfectly simulate various timelines within the Vault, predicting and reacting to any attack against it. While Deterministic Armor is active, Atheon automatically succeeds on all saving throws, and any damage it takes is reduced to 1. If Atheon is hit by the special attack of the Fatesmith's Aegis, this trait is disabled until finishes a long rest.
Time's Vengeance (Mythic, 1/Short or Long Rest). When Atheon's Deterministic Armor is disabled, it gains access to its mythic actions.
Multiattack. Atheon fires its Torch Hammer once. If Time's Vengeance is active, it fires it twice instead.
Torch Hammer. Explosive Ranged Weapon Attack: DC 19, range 100/300 ft., radius 5 ft. Damage: 18 (4d6) force damage on a failed save, or half as much on a successful save. A creature behind three-quarters or full cover takes no damage on a successful save.
Temporal Shockwave (Recharge 6). Each creature that is not a Vex in Atheon's lair must make a DC 19 Constitution saving throw, taking 22 (5d8) force damage and becoming cursed for 1 minute on a failed save. A creature takes half damage and is not cursed on a successful save.
A creature cursed by Atheon's Temporal Shockwave can't take reactions, and is afflicted for the duration by a random effect determined by rolling a d6. On a 1 or 2, the creature is teleported a distance up to its speed to an unoccupied space in a random direction at the start of each of its turns; on a 3 or 4, its speed is halved and it can take a bonus action or an action on its turns, but not both; on a 5 or 6, it has disadvantage on ability checks, attack rolls, and saving throws except a saving throw made to end the curse on itself. A cursed creature can use its action to repeat the saving throw on its turn, ending the effect on a success.
Teleport. Atheon teleports up to 30 feet.
Atheon can use 3 legendary actions per round, choosing from the options below. It can only use one legendary action at a time, and only at the end of another creature's turn.
Detect. Atheon makes a Wisdom (Perception) check.
Move. Atheon moves up to half of its speed.
Axion Darts (Costs 2 Actions). Atheon fires a dart of energy at three different creatures within 100 feet of it (+10 to hit). Each dart deals 5 (2d4) force damage on a hit.
When Atheon's Mythic trait is active, it can choose from the following options when using a legendary action:
Torch Hammer (Costs 2 Actions). Atheon fires its Torch Hammer once.
Description
When legends and rumors of the Vault of Glass are spoken of, the mythical Vex Axis Mind known as Atheon is not far out of mind: a hyper-advanced machine said to have terrifying control over time itself.
Time's Conflux. Atheon's physical form resembles a Vex Minotaur, though much larger and glowing with the power of the Vault of Glass itself. Much like its more common counterparts, it wields a Torch Hammer that it uses to suppress and eradicate threats, but that is where the commonalities end. Atheon is said to sidestep time itself: in fact, it isn't clear whether Atheon created the Vault of Glass or was created by it. Somehow, multiple timestreams of the Vault converge onto this Vex Mind, an axis in the truest sense of the word.
Overseer of the Vault. Those who attempt to describe the ultimate goals of the Vex are often stymied by the machines' inscrutable nature and nearly-impossible abilities. The purpose of the Vault of Glass itself is unclear, and likely manifold. Those who have escaped its clutches speak of ontological weapons that can erase a being from time and memory; others recall traversing pathways of time until they left the Vault before they had even entered. Atheon, then, may be at the center of it all: an overseer for the time- and reality-bending experiments of the Vex carried out in pursuit of an unknown goal.
Lair and Lair Actions
Atheon waits in the Vault of Glass, a stronghold of the Vex that exists both at the juncture of multiple timestreams and outside of normal time. It is a testing ground for the machines' experiments with reality-warping warfare, an immense supercomputer where the material universe bends to their algorithmic will. Inside the Vault, Atheon is god in the machine, a tailor fraying apart timestreams and using its will as a needle to thread the fates to its advantage.
Lair Actions
On initiative count 20 (losing initiative ties), Atheon takes a lair action to cause one of the following effects; Atheon can’t use the same effect two rounds in a row. The lair actions it can use also depend on whether the timegates can be opened or not.
Timegates Active
- Neutralization Protocol. Atheon uses Open Timestreams if at least one timegate is still active; otherwise, it uses Expunging Field.
- Open Timestreams. Atheon opens a timegate, and two creatures farthest away from it are automatically chronoported to a different timestream of the Vault of Glass. It will always send creatures to the future if it can, otherwise it will send them to the past. It cannot use this lair action again until the transported creatures either die or return to the present. When both creatures return to the present by passing through the gate, that timegate can no longer be opened. Atheon can't use this lair action if both timegates are deactivated.
- Expunging Field. A 10-foot radius sphere of shimmering energy surrounds one creature in Atheon's lair, following the creature as it moves. At the end of that creature's turn, the sphere solidifies into a barrier of glass, trapping any creatures in the area. Attacks and spells cannot cross the barrier. The barrier has an AC of 15 and 30 hit points. The barrier can only be destroyed from the outside: a single strike from the Fatesmith's Aegis breaks the barrier. If the barrier is not destroyed by the end of the target's next turn, all creatures inside of it take 55 (10d10) psychic damage and the barrier dissipates.
- Reinforcements. Atheon summons up to four Vex harpies in different spaces within 10 feet of itself. The summoned creatures act on their own turn in the initiative order. Only six summoned harpies can be active at any time. All harpies also die when Atheon dies.
- Radiolarian Accelerant. Atheon causes radiolarian fluid to burst from the ground underneath one creature in its lair, not including itself. The target must succeed on a DC 15 Constitution saving throw or become infected for 1 minute. Undead and constructs are not immune to this infection. An infected creature takes 16 (3d10) radiant damage at the start of each of its turns for 1 minute, and gains an additional action on its turn that it can use to make one attack, cast one cantrip, Dash, Disengage, Hide, or Use an Object. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect also ends when an affected creature enters the Cleansing Field of the Fatesmith's Aegis.
Combat in the Vault of Glass
Atheon follows a specific set of tactics when it is engaged in the Vault of Glass.
Phase 1: Eschaton Throne
The first measure Atheon takes to deal with intruders to the Vault is to transport them to a different timestream. In the first round when combat starts, Atheon always uses its Open Timestreams lair action to transport two creatures, and the Fatesmith's Aegis, to the distant future. The distant future is controlled by an Eschaton Oracle and contains 8 Vex goblins and 4 Vex hobgoblins. The Eschaton Oracle sings its Void Song, and can use its knowledge of the past to force creatures to reroll attack rolls, saving throws, and ability checks. The Oracle must be destroyed in order to empower the Fatesmith's Aegis, and for the transported creatures to return to the present.
Phase 2: Primeval Throne
If the transported creatures escape the distant future, Atheon then transports two different creatures and the Fatesmith's Aegis to the distant past. The distant past is controlled by a Primeval Oracle and contains one tyrannosaurus rex and six pteranodons. The Primeval Oracle sings its Void Song, while also empowering the non-Vex creatures with Radiolarian Accelerant. The Oracle must be destroyed in order to empower the Fatesmith's Aegis, and for the transported creatures to return to the present.
Phase 3: Fall of Atheon
Once the timegates are deactivated, Atheon summons an Imminent Oracle and begins to engage the party more ferociously. The Imminent Oracle must be destroyed in order to empower the Fatesmith's Aegis. Using the special attack of the Aegis causes Atheon to lose its Deterministic Armor, making it vulnerable to attack.
Medium construct (Vex), lawful evil
Armor Class 10
Hit Points 30
Speed 0 ft., fly 0 ft. (hover)
Damage Resistances force
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion frightened, poisoned, prone
Senses passive Perception 10
Languages -
Magic Resistance. The oracle has advantage on saving throws against spells.
Void Song. Each creature that starts its turn within 120 feet of the oracle must make a DC 17 Constitution saving throw: on a failed save, it gains a cumulative -2 penalty to Wisdom (Perception) checks and attack rolls. The void song lasts until the oracle is destroyed; it can also be cleansed with a spell or magic item, including the Fatesmith's Aegis. This trait functions even if the oracle is in the Ethereal Plane.
Temporal Domain. Oracles can be Primeval, Imminent, or Eschaton. Each oracle type has a different unique ability.
Actions
Radiolarian Accelerant (Primeval). One Medium or larger creature allied with the primeval oracle within 120 feet of it is infected with radiolaria for 1 minute. The target takes 5 (1d10) radiant damage at the start of each of its turns, and it gains an additional action each turn that it can use to make one attack, cast one cantrip, Dash, Disengage, Hide, or Use an Object. The damage a creature takes increases by 1d10 for each size category above Medium.
Supplication (Imminent). Two Vex creatures within 120 feet of the imminent oracle gain the death burst trait (3d10 radiant damage, DC 15 Dexterity save, half damage on success).
Reactions
Simulant Future (Eschaton). When a creature makes an attack roll, ability check, or saving throw, the eschaton oracle can force it to reroll and use the new result. The eschaton oracle can use this reaction three times per round.
Phase Shift. When the oracle takes damage, it shifts into the Ethereal Plane and teleports 30 feet to an unoccupied space. It returns to the Material Plane at the start of its next turn. The oracle can use this reaction once per round.
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