Medium Humanoid (Elf), Lawful Neutral
Armor Class 20 Mage Armor, Temporal Ward
Hit Points 340 (40d8 + 160)
Speed
STR
10 (+0)
DEX
16 (+3)
CON
18 (+4)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws INT +12, WIS +10, CHA +11
Damage Resistances Force, Psychic, Radiant; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Necrotic, Thunder
Condition Immunities Charmed, Frightened, Paralyzed
Senses Passive Perception 21
Languages common, Elvish, Draconic, Celestial, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Caelmir fails a saving throw, he can choose to succeed instead.

Temporal Awareness. Caelmir cannot be surprised, and always acts on initiative count 30.

Arcane Mastery. Caelmir ignores components of all spells. Counterspell and Dispel Magic automatically succeed against spells of 6th level or lower.

Mythic Trait – Chronarch Ascendant. When Caelmir is reduced to 0 hit points, instead of falling, he reshapes his body into pure time-energy. His HP resets to 170, all conditions are cleared, and he gains access to Mythic Lair Actions & Mythic Actions.

Actions

Temporal Bolt. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 28 (6d8+6) force damage, target must succeed on DC 19 Wisdom save or lose its reaction until start of next turn.

Fractured Reality (Recharge 5–6). Caelmir creates overlapping timeline fractures. Each creature of his choice within 30 ft. must make a DC 20 Constitution save or take 45 (10d8) force + psychic damage and be stunned until the end of their next turn.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Caelmir can take 3 legendary actions, 1 at a time, at the end of other turns:

  • Chronal Step. Caelmir teleports up to 30 ft. and casts a cantrip.

  • Temporal Rewind (Costs 2). Forces one creature within 60 ft. to reroll its last attack roll, ability check, or saving throw. Must use the new roll.

  • Fracture Ally (Costs 3). Summons a time-echo duplicate of an enemy within 20 ft., forcing the ally to fight themselves (duplicate has half the target’s HP).

Mythic Actions

When in Mythic form (HP reset phase 2), Caelmir gains new legendary options:

  • Future Collapse (Costs 2). Choose one creature. That creature sees its next 2 turns vanish—loses one action on its upcoming turns automatically.

  • Rewrite Destiny (Costs 3). Heal 40 HP. All creatures must repeat the last saving throw they succeeded on against Caelmir (reroll with disadvantage).

  • Summon Timeline Echoes (1/Rest). Each PC manifests a copy at half HP. Echos act on initiative 10, mimicking PCs’ basic abilities.

Description

Enter a general description for your monster here.

Lair and Lair Actions

  • Frozen Moment. All enemies are paralyzed until the end of Caelmir’s next action, unless they succeed DC 22 Wisdom save.

  • Shattered Time. Terrain shifts as ages overlap; PCs must succeed DC 21 Constitution save or age 1d10 years instantly and take 27 (6d8) necrotic.

raunniej1980

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