| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 12 | +1 | +4 |
| CON | 19 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 11 | +0 | +3 |
| CHA | 17 | +3 | +6 |
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Temporal Echo (Recharge 5–6). At initiative count 20, the dragon may repeat its last action as if time reset. DM chooses which outcome is real.
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Backlash of Ages. Any creature that starts its turn within 10 feet of the dragon must succeed on a DC 15 Con save or age 1d10 years. (This aging is cosmetic unless it exceeds natural lifespan; greater restoration can reverse it.)
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Flicker Step (3/day). As a bonus action, the dragon teleports 30 ft. A fading echo remains and repeats the same action one round later.
Multiattack. The dragon makes one Bite and two Claw attacks.
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Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.
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Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following:
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Timefire Breath. The dragon exhales a 40-ft. line of warped brass flame. Each creature in that line must make a DC 16 Dex save, taking 45 (13d6) fire damage on a failed save, or half on a success. On a failed save, also roll a d20:
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1–5: Stunned until end of next turn.
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6–10: Repeat your last action involuntarily.
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11–15: Lose next bonus action.
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16–20: No additional effect.
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Sleep Breath. The dragon exhales gas in a 30-ft cone. Each creature in that area must succeed on a DC 16 Con save or see alternate timelines of their own death and take 2d6 psychic.
Flicker Step (3/day). The dragon teleports up to 30 feet. A fading echo remains behind, repeating the same action the dragon took this turn at the start of its next turn. (Narrate as the battlefield briefly “replaying” itself.)
Temporal Glare. The dragon locks eyes with a creature within 30 ft. The target must succeed on a DC 15 Wisdom saving throw or be unable to take reactions until the start of its next turn. The victim perceives multiple conflicting timelines at once and hesitates.
Echoing Roar (Recharge 4–6). The dragon lets out a roar that ripples through time. Each creature of its choice within 20 ft. must make a DC 15 Strength saving throw or be pushed 10 ft. away and have disadvantage on its next attack roll
Paradox Counter. When a creature within 10 ft. hits the dragon with a melee attack, the dragon rolls a d6. On a 4–6, the strike “did not happen”—the attack is negated as though time skipped back. The attacker feels as if their weapon passed through air.
Temporal Whiplash. When a creature the dragon can see within 30 ft. casts a spell, the dragon forces them to make a DC 16 Con save. On a fail, the spell slot is expended but the spell has no effect, as time unwinds around it.
Reactive Echo. When struck, the dragon lashes out at a phantom copy of itself. The attacker must succeed on a DC 15 Dex save or take 7 (2d6) force damage from a displaced echo of the dragon’s claw
Description
Appearance. Its brass scales are cracked, some glowing faintly with golden light like fissures in glass. Wings flicker in and out of alignment with reality. Golden threads from a broken loom tether parts of its body, holding it together.
Aura of Disorientation. The air around it constantly hums with distorted echoes of movement. PC descriptions should emphasize nausea, déjà vu, and sensory dissonance.
Voice. Every word comes in three versions—one whispered early, one in sync, and one trailing after. PCs hear: “Le…Leave…Leave meee…”
Mind. The dragon is not inherently evil, but is tortured. It perceives every possible outcome simultaneously, making it paranoid and prone to bursts of violence.
Goal. It doesn’t want to live in this fractured state. It begs for release, but its warped sense of time means sometimes it attacks those trying to help it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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8/31/2025 1:34:18 AM
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3
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0
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.5
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Coming Soon
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