Gargantuan Dragon, Any Alignment
Armor Class 21 Natural Armour
Hit Points 500 (100d10)
Speed 60 ft., Fly 150 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
21 (+5)
WIS
21 (+5)
CHA
30 (+10)
Saving Throws STR +19, CON +19, INT +14, WIS +14, CHA +19
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Paralyzed, Stunned
Senses Truesight 300ft, Passive Perception 25
Languages Common, Draconic, Telepathy -120ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/day): If the dragon fails a saving throw it can choose to succeed.          

Aura of Hasteing and Slowing. An aura of warped time surrounds the dragon in a 40 foot radius. Creatures of the dragon's choice, including itself, are effected by either the haste or slow spell whilst in the aura.

Spellcasting. The dragon’s spellcasting ability is intelligence (spell save DC 22, +14 to hit with spell attacks). The dragon can cast the following spells, requiring no material components:

At will: longstrider, magic missile, misty step, sending

3/day: blink, blur, counterspell, crown of stars, mirror image, plane shift, time stop

1/day: contact other plane, etherealness, see invisibility, teleport

Actions

Multiattack. The Ancient Time Dragon can use its Frightful Presence. It then makes 4 attacks, 1 bite, 2 claw and 1 tail attack.

Bite. Melee Weapon Attack: +18 to hit, reach 25 ft, one target. Hit: 78 (12d12) Piercing damage.                                                                                                                           

Claw. Melee Weapon Attack: +20 to hit, reach 15ft, one target. Hit: 54 (8d10+10) Piercing damage.                                                                                                                           

Tail. Melee Weapon Attack: +20 to hit, reach 30ft, one target. Hit: 65 (10d12) Bludgeoning damage.

Frightful Presence. Each creature of the dragons choice that is within 120ft of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. If a creature's saving throw is successful or the effect ends on it, the creature is immune to the dragons frightful presence for 24 hours.           

Breath Weapons (Recharge 6) The dragon uses one of the following breath weapons.

Time Shunt. The dragon exhales warped time in a 120ft cone. Each creature in that area must make a DC 22 Charisma saving throw or be shunted forward in time 1d3 rounds. After the 1d3 rounds have passed the creature reappears in the space it left or the nearest unoccupied space on initiative count 20, losing initiative ties. 

Ravaging Blast. The dragon exhales a stream of ravaging time in a line 200ft long, 15ft wide and 30ft tall. Each creature caught in the line makes a DC 22 constitution saving throw. On a successful save they take 78 (12d12) necrotic damage, on a failed save they age 1d100 -40 years, minimum of 10 years. Whilst over their species natural lifespan a creature has disadvantage on death saving throws. The Greater Restoration spell can restore a creatures age to normal. A creature aged above the their species natural lifespan must make a Constitution saving throw at the start of its turn with a DC equalling 10 + the number of years above its natural lifespan ÷ 5. On failure the creature drops to zero hit points.

Legendary Actions

The dragon can take up to 5 legendary action, choosing from the options below. Only one legendary 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 beginning of its turn.   

Detect (costs 1 Action) The dragon makes a Wisdom (Perception) check. 

Tail Attack (costs 1 Action) The dragon makes a tail attack. 

Spell (Costs 2 Actions). The dragon casts a spell.

Wing Attack (costs 2 Actions). The dragon beats its wings. Each creature within 40ft of the of the dragon must succeed on a DC 27 strength saving throw. On a failed save they are pushed back 10ft, knocked prone and take 36 (8d8) bludgeoning damage. On a successful save they take half damage and are not moved or knocked prone. 

Temporal Reset (costs 4 Actions) The dragon re-rolls initiative. 

Temporal Surge (costs 5 Actions) On the dragons next turn, it has an extra action.

Description

Time Dragon are the most formidable of dragons, besides perhaps the dragon gods themselves. They are not aligned with either Bahamut or Tiamat. 

They are among the most diverse of dragons, with no concrete appearance or alignment, making them hard to identify, if it weren't for their truly colossal size and staggering magical abilities. 

They eat very little, and, in older age, require no food at all. It is suspected that they are immortal, but it is unknown if they truly are, for not enough time has passed since the first Time Dragons birth to know if it should have died of old age yet. Time Dragons make their hoards in either the unknowable past or the distant future, usually before of after the advent of humanoids, to greatly reduce the risk of thievery from its hoard. Their hoards contain few coin or gems, they mostly contain trinkets and baubles from ancient civilization, as well as magic items. They often have a fascination with time keeping devices of nearly any kind. They rarely lair in the prime material, often choosing the outer plains that align with that individual dragons alignment, or perhaps the Astral or Ethereal planes. 

They only meet to mate every 1000 years, females laying a single egg. They do not socialize with each other or mortals very often, and preferer to socialize with gods and other immortals. 

Lair and Lair Actions

Time Dragons lair in vast verity of places, but they usually secluded with some significance to important past or future events.  

Lair Actions

On initiative count 20 (losing initiative ties), the Ancient Time dragon takes a lair action to cause one of the following effects; the Ancient Time Dragon can’t use the same effect two rounds in a row:

  • One creature the dragon can see within 120ft must succeed on a DC 20 Wisdom saving throw or be paralyzed until the start of their next turn as it is frozen in time.  
  • One creature the dragon can see within 120ft must succeed on a DC 20 Wisdom saving throw or have to reroll initiative with disadvantage as its perception of time is momentarily scrambled. 
  • One creature the dragon can see within 120ft must succeed on a DC 20 Wisdom saving throw or have its movement speed reduced by half until the end of its next turn as it moves slower through time compared to everything around it.
  • One creature the dragon can see within 120ft must succeed on a DC 20 Wisdom saving throw or use its reaction to move up to thrice its movement speed in a direction of the dragons choice. If the creature runs into a object or creature equal to or larger than itself, it and the creature or object must a make DC 20 Dexterity saving throw or take 1d6 bludgeoning damage for every 10ft the creature moved.  

Regional Effects

The region containing a legendary Ancient Time dragon’s lair is heavily warped by their effect on time, which creates one or more of the following effects:

  • Creatures and vegetation may stop aging, age incredibly quickly or get younger.
  • Peoples speech may be sped up or slowed down or reversed as time temporarily fluctuates. 
  • people may remember event from the distant past or future they have not experienced. 

If the Ancient Time dragon dies, these effects fade over the course of 6d6 days.

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Monster Tags: Titan

Habitat: ArcticDesertMountain

bleddyn05

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