| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 20 | +5 | +12 |
| CON | 26 | +8 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 25 | +7 | +14 |
| WIS | 24 | +7 | +14 |
| CHA | 22 | +6 | +6 |
Temporal Lock (Trait)
The Child exists in multiple points of time simultaneously. It cannot be surprised, affected by time-altering spells (like Time Stop), or have its thoughts read.
Selective Timeline (Legendary Action)
When a creature within 120 feet makes an attack, saving throw, or ability check, the Child can cause that action to retroactively "not occur." The action is negated and treated as if it never happened. Usable once per round.
Thread Theft (Recharge 5–6)
The Child targets a creature it can see. That creature must succeed on a DC 22 Wisdom saving throw or lose access to one of the following (chosen by the DM): its next reaction, a 5th+ level spell slot, one legendary resistance, or one lair action.
Paradox Touch (Attack)
Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 10d10 force damage. The target must succeed a DC 20 Charisma saving throw or become partially erased from time for 1 minute (speed halved, disadvantage on all checks, can't cast spells above 3rd level).
Paradox Touch (Melee Spell Attack)
Attack Bonus: +14 to hit, reach 5 ft., one target
Hit: 45 (10d10) force damage
Effect: The target must succeed on a DC 20 Charisma saving throw or become partially erased from time for 1 minute. While affected, they have disadvantage on all checks, can't cast spells above 3rd level, and movement speed is halved. The target can repeat the saving throw at the end of each of its turns.
Thread Theft (Recharge 5–6)
The Child targets a creature within 60 feet. That creature must succeed on a DC 22 Wisdom saving throw or lose access to one of the following (DM’s choice or randomly determined):
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One reaction
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One 5th-level or higher spell slot
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One legendary resistance (if applicable)
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One lair action (if applicable)
This effect lasts until the end of the Child’s next turn.
Branch Collapse (Recharge 5–6)
The Child collapses all nearby alternate timelines. Each creature within 30 feet must succeed on a DC 20 Constitution saving throw or age or de-age 1d4 age categories (young adult → adult → elderly → frail → death / or reverse). This does not affect immortals or creatures immune to aging. The GM determines the effects of rapid aging (e.g., penalties to ability scores, frailty, or even death).
Future-Step (Teleportation)
The Child vanishes into a possible future and reappears elsewhere. He teleports up to 60 feet to a location he can see, leaving a fading echo of himself at the original location until the start of his next turn. Attacks against that space until then have disadvantage.
Deny Outcome (1/turn)
When a creature the Child can see hits with an attack or succeeds on a saving throw, the Child can declare that outcome "not permitted" in this timeline. The roll is treated as a natural 1 instead. The attacker may make a DC 20 Wisdom saving throw to resist this temporal override.
The Child of Timelines can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
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Chronal Shield. The Child forces a creature that hit it to reroll the attack.
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Time Glitch. A creature within 60 ft. must reroll its last ability check or saving throw.
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Echo Step (Costs 2 actions). The Child teleports to a location it stood in the last round.
While in his Mythic Phase, the Child gains the following new Legendary Actions:
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Lock Thread (1 action): The Child names a PC. That PC cannot take reactions or legendary actions until the end of their next turn.
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Crack Reality (2 actions): Create a 20 ft-radius distortion zone. Inside it, all creatures roll attacks and saves twice and take the lower result for 1 round.
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False Future (3 actions): Choose a creature. On their next turn, they must announce their intended actions in advance, then roll a DC 20 Charisma save. On a fail, the Child preempts their move, choosing new targets for their spells or attacks (DM’s discretion), or causing their turn to fail entirely.
Timelines Are Mine Alone
When the Child of Timelines is reduced to 0 hit points for the first time, it does not die. Instead, it rewinds time to the beginning of the encounter. All creatures and terrain revert to their positions and states from the start of round 1. The Child regains all hit points, expended abilities, legendary actions, lair actions, and spell slots.
However, all damage and effects caused by the Child remain. Any damage dealt, conditions inflicted, or features suppressed (such as from Thread Theft) persist across timelines.
Player characters regain only half of the hit points they had at the start of round 1. They do not recover spell slots, expended abilities, or items. All creatures retain memories of the original timeline.
While in this mythic form, the Child gains additional legendary actions.
Description
Child of Timelines
A small figure with wide, silver-ringed eyes and a soft, childlike voice, the Child of Timelines drifts through space as though the ground cannot hold it still. Despite its youthful appearance, there is a weight in its gaze that suggests ancient knowledge—centuries of lives that never happened.
Born from the union of a forgotten god of time and a mortal dream, the Child walks the world to observe, protect, and occasionally steal away possible futures. Mortals who encounter it feel their memories bend, their intentions fray, and their actions repeat in impossible loops.
Though not overtly hostile, the Child permits only the futures it deems worthy—and unworthy fates are simply unwritten. When threatened, it does not fight in anger, but calmly prunes entire timelines, reshaping destiny itself.
Those who face it and survive often question whether they ever truly met it at all… or whether that encounter was simply a possibility that never came to pass.
Lair and Lair Actions
At initiative count 20, choose one:
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Timeline Reset. A creature rerolls its entire last turn.
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Aging Pulse. All creatures must succeed on a DC 20 Con save or age forward/back 1d4 stages.
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