Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Time Syphon (Constant). Any creature that is within 5 ft of the Chrono Dragon at the start/end of its turn rolls a Constitution save DC 20 to save, or be syphoned for 1d4 Constitution point damage that lasts until the end of a long rest. If this drops them to 0 or below Constitution they disappear and cannot be resurrected without using the Wish spell as their time has been syphoned into the dragon and they no longer were alive, their life was erased from birth on. As well the Dragon heals for 1/2 total constitution damage dealt by this ability.
Armored Time. The Chrono Dragon's aura keeps the Dragon from damage affecting it because anything not instantly killing the Chrono Dragon is healed by the next hit as time gets accelerated or slowed by the Dragon's wims. As such the Chrono Dragon is immune to damage from non-magical sources. As well as has resistance to all spell types except Necrotic. Necrotic damage is increased by the passage of time and thus the Dragon has become vulnerable to it.
Time Warp. The Chrono Dragon has control of the flow of time over its body from the day it hatches. This ability only grows as it ages up to a 10ft orb around the beast. Anything or creature within this orb is subject to the time fluctuations, either the speeding up or slowing down of time, within this space. This "warping" has very little that is not affected, even the scales of the Dragon seem to be subject to it. To that end non-magical weapons/armor/items/ and even creatures are aged or youthened by 1d4 years for every minute within its aura range the closer the target is to the Dragon the stronger this happens, the only instances of it not are when the beast decides to allow the item its normal time span.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness.
Rend. Melee Attack Roll: +15, reach 10 ft. Hit: 13 (2d10) Slashing damage plus 5 (1d6) Necrotic damage.
Breath Weapon (Recharge 4-6). Dexterity Saving Throw: DC 21, each creature a 80-foot Line. Any creature that fails its Dexterity saving throw, rolls 1d6 and takes aging effect as follows:
1- they become a baby of their species and cannot take any actions beyond those of an appropriate abilities of that stage of the species.
2- they become 1d100 years younger
3- they roll 1d4 and do as follows: "1- become 1/4 their species age, 2- they age 10 years, 3- they get 10 years younger, and upon 4- become 3/4 their species age."
4- they age 1/4 their species total age, this is additional to the characters current age
5- they become 1d100 years older
6- they become ancient in their species age category (aged at maximum to over for the species).
these age effects last 1d3 long rests or 36 hours whichever is shorter. Upon the end of the long rest they regain their true age and abilities.
Winds of Time (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 30-foot Sphere. Failure: 64 (15d8) Necrotic damage. Success: Half damage. In addition if they failed their save the receive 1d4 constitution damage, (they temporarily loose that many points in their constitution stat.) This damage lasts until the end of a long rest.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks):
At Will: Command, Spare the Dying, Detect Magic, Ray of Sickness, Guidance, Resistance
2/Day: Time Stop 5/Day:Counterspell
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Commanding Presence. The dragon uses Spellcasting to cast Command. The dragon can’t take this action again until the start of its next turn.
Ray of Sickness. The dragon uses Spellcasting to cast Ray of Sickness. The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Description
Throughout the span of history, even from the age of the gods until now time has ground on, this is true for all but the most powerful chronomancers and the Chrono Dragon. This Dragon is a strange beast in that like so many of its brethren it feeds by hunting as it is little. As well like its fellow Dragons' hunger grows with age, yet where it seems to differ is unlike other Dragons the Chrono Dragon feeds on the timespan or the natural life span of it prey. As such the Dragon tends towards solitude unless in need of nourishment, and when its needs to feed it hunts longer lived creatures the longer the better. Though it is not above eating anything that strays too close to its lair or threatens the Dragon's hoard, and will eat whatever it needs to when the longer lived choices are not available. As such it best can be found near forests where elves dwell or in deep caves where gnomes and Dwarves thrive, it does also have preference for places with lots of history so ruins are known haunts as well.
It does have a hoard like any other Dragon but it prefers items that cannot be easily destroyed by its own aura. As such things made from the like of Mithril, Adamantine, Gold, or even diamonds and other precious gems are often found in it, yet things like spell scrolls or are wooden decay too quickly and thus are seemingly avoided. It does prefer shiny metals to dull ones but always things that age exceedingly well. Thus jewelers will pay adventurers to raid Chrono Dragon's hordes for materials. The tendencies to these preferences tend to put the Time Dragon at odds with all the other dragon types, because they seem to be haughty and arrogant and refuse to aid them.
The Chrono Dragon has a body similar to all the other dragons except it has a frilled head with whisker like appendages drooping from either side of its nose, these grow longer the older it is. Their eyes are often a bright green to neon yellow, they have four legs the back ones are longer than their front legs and a long slender neck ending in its head which is elongated and smaller that other dragons'. Male Chrono Dragons have two horns starting on their foreheads that grow into ram like features ending in a semi spike like spiral pointing up away from their eyes, the females horns start the same yet the points end facing downward and toward the rear of the head. Its scales as an young adult and onward seem to be in a constant state of flux ranging in age of each scale changing one moment to another, at younger ages it remains its bluish grey coloration. One moment a single scale is new and shiny gray to blue hued grey, then the next it seems to age rapidly until it looks jagged and red rust in coloration and falls off dissipating into rust dust only to have a new one rapidly grow replacing the same spot. This constant state of scale growth and decay gives the beast a rusty red to bluish grey color in spots all over it these change constantly and thus depending on who sees it when the Chrono Dragon can get mistaken for Silver, Red, and rarely Blue dragons.
As for their personalities it seems to depend on the dragon as to what it prefers, but as a whole they tend to view every other creature as tedious because they already have seen the end and rebirth of the issue over and over. This means they don't really listen to anything they are told or offered assumed new information.
Comments