Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spellcasting. The Mordraise is a 9th-level spellcaster. Its spellcasting ability is 21 (spell save DC 20, +12 to hit with spell attacks). The Mordraise has following Warlock spells prepared:
Cantrips (at will): Poison Spray, Eldritch Blast.
1st level (5 slots): Charm Person, Hellish Rebuke, Comprehend Languages, Protection from Good and Evil, Unseen Servant.
The Time Dragon can choose any 5 Warlock spells ranging from 2nd to 9th-level. This Choice must be made before entering a fight, otherwise it must concentrate for 1 minute during battle without any disruption. (more than 50 damage of any kind).
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) force damage.
Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 17 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 30 ft., two targets. Hit: 26 (3d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Stop It Now (1d4 - 1/day). The Time Dragon can choose any 7 creatures within a 60-foot radius of it. These creatures must succeed on a DC 27 Constitution saving throw, or fall unconscious until the end of the dragons next turn, unless they take damage during this time. A creature can re-try this saving throw at the end of its turn.
Time Breath (Recharge 5–6). The dragon exhales a magical wind in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) Force damage on a failed save, or half as much damage on a successful one. On a failed saving throw, a target will also be knocked prone.
Opportunity attack. The dragon makes an attack with it claws.
Upon contact with the dragon, a creature must succeed on a DC 17 Wisdom saving throw, or take 10 (2d10) lightning damage.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 22 (2d6 + 12) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The Planar-Time Dragon possesses electricity that courses through its body as though it were made of copper wiring. Sparks and flashes of bright blue constantly surge around it. The dragon looks almost feline, with the grace and finesse of a cat, but the power of a panther.
Lair and Lair Actions
A Planar-Time Dragon’s Lair
Time dragons lair in any and all places where they can hoard their riches. Whether, high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with tremor activity are the most highly prized time dragon lairs, creating magical bindings that hinder intruders and letting pure magical energy wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, a time dragon spends as much of its time outside the mountain as in it. For a time dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the winding lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Beams of light erupt from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 10-foot-radius geyser. Each creature in the geyser’s area must make a DC 17 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
- A heavy tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 17 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary time dragon’s lair is warped by the dragon’s powerful magic, which creates one or more of the following effects:
- Small earthquakes and tremors are common within 6 miles of the dragon’s lair.
- Water sources within 2 miles of the lair are supernaturally warm and tainted by ethereal magic.
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Temporal Energy Plane, allowing creatures of the energy plane into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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