Special Trait Name. Time mage
Hand of time. At the start of Belias turn, he cast hand of time on every creature in the viscinity.
Targets must succeed a 13 int saving throw. On fail, Target is sent back in time one turn. Whatever damage is dealt to Belias that turn is nullified, and the target is forced to use the same attack or spell they did the previous turn. This does not cost additional spell slots.
Time Eruption. Belias lays out 4 time bombs around the area. 3 explode on his next turn, and 1 on the turn thereafter. In order to check for the duration of the time bomb, players must succeed an int 13 saving throw on their turn to find the safe spot.
If a player is hit by the bomb they take 15(2d8 + 7 ) fire damage.
Time Bomb. Belias cast 3 firebolts. Each can hit individual targets. additionally, the target must succeed a dc 10 con. ST. to avoid becoming a living bomb. Firebolt hit: 1d10
Living Bomb. The target is rendered a living bomb. on their next turn, explode in a 25ft area. any creature in the hit area becomes a time bomb. hit: 1d4
Strike. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 10 (1d8 + 6) [Piercing] damage.
Time reversal. If a creature moves past Belias in a 10ft range, they need to succeed a dc 12 stealth check. Otherwise their movement is nuliffied and they are sent back to their starting position.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Scion of darkness and guardian of the Holy Realm, made by the gods in opposition to the Transcendent Loghrif, scion of light. Called the Gigas for his appearance: man and monster fused as one. Considered a mistake upon his making, and receiving not his intended role, the Gigas challenged the gods and lost. Scorned by his masters, he found another: the Dynast-King, whose tomb he swore to protect for eternity.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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