Immutable Form. The dragon is immune to any spell or effect that would alter its form, except for its own shapeshifting ability.
Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Time Anchor. The dragon cannot be wished out of existence, affected by other reality-altering spells of 8th level or lower, or banished by spells of 8th level or lower.
Temporal Rebirth (Respawn). If Aeva is reduced to 0 hit points, her body dissolves into shimmering temporal energy. 1d4 days later, she reforms at a location of the DM's choice that she has previously visited, returning to full hit points and regaining all expended Legendary Resistances and spell slots. This ability functions even if Aeva is killed by effects that would normally prevent resurrection or by effects that would destroy her body, as her essence is woven into the fabric of time itself.
Temporal Displacement. Any creature that starts its turn within 30 feet of the dragon must succeed on a DC 26 Wisdom saving throw or have its speed reduced to 0 until the start of its next turn.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect magic, gentle repose (on itself or an object), guidance (self only, for future sight)
- 3/day each: haste, slow, hold monster, sending (flavored as sending messages through time)
- 1/day each: time stop, foresight, wish (can only duplicate spells of 8th level or lower, or grant a single wish related to altering a past event or glimpsing a precise future, at the DM's discretion; other wishes may have unforeseen temporal consequences).
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Rend.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d10 + 12) piercing damage plus 28 (8d6) force damage.
Rend. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d6 + 12) slashing damage plus 14 (4d6) force damage.
Tail. Sweeping Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage and targets affected must make a Constitution Saving throw (DC 26) or be knocked proned.
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 26 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 Ancient Time Dragon's Frightful Presence for the next 24 hours.
Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering temporal energy 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 26 Constitution saving throw. On a failed save, a creature takes 99 (18d10) force damage and is magically weakened as it is desynchronized from the time stream. While a 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.
Convergent Future (3/Day). The dragon can choose one creature she can see and for that turn all attack roll, ability check, and saving throw that creature is about to make. She can decide the outcome of that roll, choosing for it to be a success or a failure. Once she uses this ability, she cannot use it again until she finishes a long rest.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it can see within 30 feet of itself. 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 the dragon'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 the dragon from opening in the rulers' presence or anywhere within their domains.
Shapeshift (Dragon to Humanoid). The dragon magically transforms into its humanoid form (Aeva, the Temporal Regent) or back into its true dragon form. Its statistics, other than its size, remain the same in each form. Any equipment it is wearing or carrying is not transformed. It reverts to its true form if it dies.
Domain Activate. Enable or disable the effects of your Domain (Lair Actions and Regional effects).
The dragon can take up to three reactions per round but only one per turn.
Reactive Strike. After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Claw attack.
Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 90 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can't increase.
Time Slip. The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Temporal Reversal. When a creature within 60 feet of the dragon makes an attack roll, saving throw, or ability check, the dragon can force that creature to re-roll the d20 and use the new result. (Inspired by Chronal Shift feature).
The Ancient Time 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.
Move. The dragon moves up to half its speed without provoking opportunity attacks.
Tail Attack. The dragon makes one Tail attack.
Glimpse the Future (Costs 2 Actions). The dragon gains advantage on the next saving throw or attack roll it makes before the end of its next turn. (Similar to Foresight Glimpse)
Temporal Stutter (Costs 3 Actions). The dragon targets one creature it can see within 60 feet of it. The target must succeed on a DC 26 Wisdom saving throw or be unable to take reactions and can only use either an action or a bonus action, not both, until the end of its next turn. (Inspired by slow spell's effect on actions/reactions).
Mystic Actions (Humanoid Dragon Form: Aeva, the Temporal Regent)
When the Ancient Time Dragon uses its bonus action to Shapeshift into its humanoid form, it becomes Aeva, the Temporal Regent. Her statistics are adjusted as follows to reflect this form:
Aeva, the Temporal Regent
Medium humanoid (half-dragon, human), lawful neutral
Armor Class 23 (Plate Armor of Chronos + Wisdom modifier)
Hit Points 550 (40d8 + 360)
Speed 30 ft., fly 80 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 28 (+9) | 26 (+8) | 22 (+6) | 27 (+8) |
Saving Throws Dex +13, Con +18, Int +17, Wis +15, Cha +17
Skills Arcana +17, History +17, Insight +15, Perception +15
Damage Resistances Force, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 25
Languages Celestial, Common, Deep Speech, Draconic, Primordial
Challenge 28 (120,000 XP)
Proficiency Bonus +9
Immortal Form. Aeva cannot die from old age.
Time Anchor. The dragon cannot be wished out of existence, affected by other reality-altering spells of 8th level or lower, or banished by spells of 8th level or lower.
Temporal Rebirth (Respawn). If Aeva is reduced to 0 hit points, her body dissolves into shimmering temporal energy. 1d4 days later, she reforms at a location of the DM's choice that she has previously visited, returning to full hit points and regaining all expended Legendary Resistances and spell slots. This ability functions even if Aeva is killed by effects that would normally prevent resurrection or by effects that would destroy her body, as her essence is woven into the fabric of time itself.
Temporal Foresight. Aeva has advantage on initiative rolls. Additionally, if Aeva is surprised at the beginning of combat and isn't incapacitated, she can act normally on her first turn.
Legendary Resistance (5/Day). If Aeva fails a saving throw, she can choose to succeed instead.
Temporal Wards. In her humanoid form, Aeva's AC includes her Wisdom modifier.
Temporal Displacement. Any creature that starts its turn within 30 feet of Aeva must succeed on a DC 26 Wisdom saving throw or have its speed reduced to 0 until the start of its next turn.
Innate Spellcasting. Aeva's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
* At will: detect magic, gentle repose (on herself or an object), guidance (self only, for future sight)
* 3/day each: haste, slow, hold person, sending (flavored as sending messages through time)
* 1/day each: time stop, foresight, wish (as described in dragon form).
Actions
Multiattack. Aeva makes two Temporal Greatsword attacks, or one Temporal Greatsword attack and uses Time Warp if available.
Temporal Greatsword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 12) force damage plus 27 (6d8) force damage.
Time Warp (Recharge 5-6). Aeva exhales a wave of shimmering temporal energy in a 60-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 26 Constitution saving throw. On a failed save, a creature takes 99 (18d10) force damage and is magically desynchronized from the time stream. While a creature is desynchronized, attack rolls against it have advantage, and it has the poisoned condition. On a successful save, a creature takes half as much damage and isn't desynchronized. A desynchronized 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.
Temporal Speed Up (3/Day). Aeva triples her movement speed and she can make 3 extra Greatswords attack. This last for 1 minute.
Temporal Gate (1/Day). Aeva conjures a 20-foot-diameter, circular portal 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 Aeva's concentration ends (as if concentrating on a spell). 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.
Reactions
The dragon can take up to three reactions per round but only one per turn.
Reactive Temporal Shift. After Aeva uses Legendary Resistance or is hit by an attack roll, she can teleport up to 30 feet to an unoccupied space she can see. This movement does not provoke opportunity attacks.
Temporal Riposte. When a creature Aeva can see hits her with a melee attack, Aeva can halve the damage she takes from the attack and immediately make one Temporal Greatsword attack against that creature.
Slow Time. Immediately after a creature Aeva can see ends its turn, Aeva can target a creature she can see within 60 feet of herself that is desynchronized by her Time Warp. Until the desynchronized effect ends on the target, its speed becomes 0, and its speed can't increase.
Temporal Reversal. When a creature within 60 feet of Aeva makes an attack roll, saving throw, or ability check, Aeva can force that creature to re-roll the d20 and use the new result. (Inspired by Chronal Shift feature).
Legendary Actions
Aeva 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. Aeva regains spent legendary actions at the start of her turn.
* Temporal Strike. Aeva makes one Temporal Greatsword attack.
* Rewind Step. Aeva teleports up to 30 feet to an unoccupied space she can see. This movement does not provoke opportunity attacks.
* Foresight Glimpse. Aeva gains advantage on the next saving throw or attack roll she makes before the end of her next turn.
* Accelerate Ally (Costs 2 Actions). Aeva touches one willing creature within 5 feet of her. That creature can immediately use its reaction to move up to its speed or make one weapon attack.
* Temporal Stutter (Costs 3 Actions). Aeva targets one creature she can see within 60 feet of her. The target must succeed on a DC 26 Wisdom saving throw or be unable to take reactions and can only use either an action or a bonus action, not both, until the end of its next turn.
Lair and Lair Actions
The Chronal Eddy (Ancient Time Dragon Domain Expansion)
The Ancient Time Dragon, upon unleashing its portable domain, warps reality within a 1-mile radius around itself, creating a fluctuating temporal anomaly. Within this area, time itself is a malleable force, bending to the dragon's will.
Lair Actions (Within The Chronal Eddy)
On initiative count 20 (losing initiative ties), the dragon can take one lair action. It can't take the same lair action two rounds in a row.
Temporal Reversion: The dragon targets one creature it can see within 120 feet. That creature must succeed on a DC 22 Wisdom saving throw or magically revert to its state at the start of its previous turn, losing any actions, movement, spell slots, or other resources expended, and regaining any hit points or temporary hit points it had at that time. Equipment worn or carried is also reverted.
Echoes of the Future: The dragon forces up to three creatures it can see within 120 feet to make a DC 22 Dexterity saving throw. On a failed save, the creature is glimpsed an imminent future where they are struck by a temporal anomaly, taking 28 (8d6) force damage and having their speed reduced to 0 until the end of their next turn. On a successful save, they take half damage and their speed is not reduced.
Temporal Displacement: The dragon chooses a point within 120 feet. Up to three creatures within a 20-foot radius of that point must succeed on a DC 22 Charisma saving throw or be teleported to another unoccupied space of the dragon's choice within the Chronal Eddy. This displacement does not provoke opportunity attacks.
Time Stop Shard: The dragon creates a shimmering shard of stopped time. As a bonus action on its next turn, the dragon can send this shard at a creature within 60 feet. The target must succeed on a DC 22 Constitution saving throw or be paralyzed until the end of its next turn as it becomes briefly trapped outside the normal flow of time.
Regional Effects (Within The Chronal Eddy)
The region within The Chronal Eddy (1-mile radius centered on the dragon) is warped by the dragon's temporal power, creating the following effects:
Temporal Instability: Within the Chronal Eddy, the flow of time is erratic. At the start of each creature's turn (other than the Ancient Time Dragon's), roll a d6:
- 1-2 (Slowed Time): The creature's speed is halved, and it has disadvantage on Dexterity saving throws until the start of its next turn.
- 3-4 (Normal Time): No additional effect.
- 5-6 (Accelerated Time): The creature's speed is doubled, and it has advantage on Dexterity saving throws until the start of its next turn.
Whispers of Ages: Non-dragon creatures that start their turn within the Chronal Eddy must succeed on a DC 20 Wisdom saving throw or be assailed by fragmented memories of past and future events. On a failed save, the creature is confused (as per the confusion spell) until the start of its next turn.
Chronal Echoes: Sounds and light within the Chronal Eddy occasionally repeat or lag. Perception checks that rely on hearing or sight within the domain are made with disadvantage, unless the creature has truesight or similar senses that bypass such distortions.
Temporal Resonance: Spells that manipulate time (such as haste, slow, time stop, or temporal shunt) cast within The Chronal Eddy have their save DCs increased by 2 for hostile creatures and their duration doubled for friendly creatures.
Diminished Resilience: Long rests taken within the Chronal Eddy are less effective. Creatures regain only half the usual number of hit points and spell slots. Exhaustion levels gained within the Chronal Eddy can only be removed by magical means.
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