Gargantuan Dragon, Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 536 (29d20 + 232)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
14 (+2)
CON
26 (+8)
INT
27 (+8)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws DEX +11, CON +17, WIS +13, CHA +15
Skills Arcana +16, History +24, Perception +20, Stealth +18
Damage Immunities Force, Poison, Psychic; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120ft, Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Cycle of Rebirth. If Chrona dies, her soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all damage and hatches into a time dragon wyrmling after 1d100 years. Chrona retains all memories and knowledge she gained in her previous lives.

Legendary Resistance (5/Day). If Chrona fails a saving throw, she can choose to succeed instead.

Master of Magic. Chrona can maintain concentration on two different spells at the same time. In addition, Chrona has advantage on saving throws to maintain concentration on spells.

Limited Magic Immunity. Unless she wishes to be affected, Chrona is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.

Regeneration. Chrona regains 30 hit points at the start of her turn if she has at least 1 hit point.

Spellcasting. Chrona is an 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Chrona can cast the following spells requiring no spell components:

At will: counterspell, detect magic, detect thoughts, dispel magic, fireball, lightning bolt, shield

3/day each: haste, slow, chain lightning, mass suggestion, scrying

1/day each: foresight, gate, teleport, time stop, time ravage

Actions

Multiattack. Chrona makes three Telekinetic Rend attacks.

Telekinetic Rend. Melee Weapon Attack: +17 to hit, reach 15 ft. or range 120 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 10 (3d6) force damage.

Time Breath (Recharge 5–6). Chrona exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a creature takes 52 (8d12) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the poisoned condition, and other creatures have resistance to all damage it deals. On a successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves.

Time Gate (1/Day). Chrona conjures a 20-foot-diameter, circular portal in the space between her horns or in an unoccupied space she can see within 30 feet of herself. The portal links to a precise location on any plane of existence at a point in time up to 8,000 years from the present, whether past or future. The portal lasts for 24 hours or until Chrona’s concentration ends (as if concentrating on a spell). The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is transported to the destination, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by Chrona from opening in the rulers’ presence or anywhere within their domains.

Arcane Cataclysm (Recharges after a Long Rest). Chrona conjures orbs of magical energy that plummet to the ground at three different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Chrona and spells she casts are unaffected by these fields.

Bonus Actions

Change Shape. Chrona magically transforms into any Humanoid or Beast, while retaining her game statistics (other than her size). This transformation ends if Chrona is reduced to 0 hit points or if she uses a bonus action to end it.

Reactions

Chrona can take up to three reactions per round but only one per turn.

Reactive Rend. After using Legendary Resistance or in response to being hit by an attack roll, Chrona makes one Rend attack.

Slow Time. Immediately after a creature that Chrona can see ends its turn, she targets a creature she can see within 90 feet of herself that is weakened by her Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can’t increase.

Time Slip. Chrona halves the damage she takes from an attack made against her, provided she can see the attacker. Chrona can then immediately teleport, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.

Lair and Lair Actions

A Time Dragon’s Lair

Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair.

The challenge rating of an ancient or adult time dragon increases by 1 when it’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can’t take the same lair action two rounds in a row:

Temporal Fling. Chrona attempts to fling a creature she can see within 60 feet of herself forward through time. The target must succeed on a DC 18 Wisdom saving throw or take 26 (4d12) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied.

Temporal Lag. Chrona slows time for each creature within 60 feet of herself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action.

Timeline Divergence. Chrona chooses a space she can fit into within her lair. Chrona exists simultaneously in her space and the chosen space until initiative count 20 on the next round. Whenever she moves or takes an action, Chrona chooses which version is moving or acting. If an effect or attack can target both Chrona’s spaces at the same time, she is affected only once.

Regional Effects

The region surrounding an ancient or adult time dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:

Time Dilations. Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice).

Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass.

If Chrona dies, these effects fade over the course of 1d10 days.

Disasterleo01

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