TIME ELEMENTAL
Time Elemental
Large elemental, neutral
Armour Class - 14
Hit Points - 136 (16d10 + 48)
Speed - 5 ft.
STR - 10 +0
DEX - 18 +4
CON - 16 +3
INT - 20 +5
WIS - 10 +0
CHA - 7 -2
Saves - Int +9
Skills - History +9
Damage Resistances - bludgeoning, piercing, and slashing from nonmagical
weapons
Damage Immunities - poison
Condition Immunities - poisoned, exhaustion, grappled, paralyzed, petrified, prone,
restrained, unconscious
Senses - darkvision 120 ft., passive Perception 10
Languages - primordial
Challenge - 10 (5,900 XP)
Traits
Magic Resistance.
The elemental has advantage on saving throws against spells and other magical
effects.
Inconstant Location.
Once during its turn, the elemental may teleport into the future, disappearing and
reappearing in any location within 60 ft.
Time Itself.
As beings manifested on the plane of time, they are immune to magical effects that
manipulate time or provide future insight into their actions such as time stop,
foresight, slow, or a divination wizard’s portents. Any such magic used around a time
elemental functions as normal, the elemental is just not effected by it.
Innate Spellcasting.
The elemental’s innate spellcasting ability is Intelligence (spell save DC 17). It can
innately cast the following spells, requiring no material components:
At will: guidance, legend lore
3/day each: hold person, slow, banishment
1/day each: time stop, foresight
Actions
Rapid Decay.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 36 (8d8) necrotic damage, and the target ages 2d10 years.
Timeline Disruption.
The elemental teleports all creatures within a 60 ft. radius of itself forward in time,
moving them to any location it chooses within the same 60 ft. area. The new location
can not be one that puts the creature in direct harm, such as over the edge of a cliff
or in a blazing fire. All creatures moved in this manner must succeed on a DC 17
Intelligence save or become disoriented. A disoriented creature acts as if under the
effects of a Confusion spell for 1d4 rounds.
Recall (1/day).
The elemental recalls future and past versions of itself to aid it in battle. 1d6 time
elementals appear within 120 ft. of the elemental. These time elementals all share
the same HP total as the original elemental and whenever one of them takes
damage or is healed, they all take the same amount of damage or restore the same
amount of HP. The original time elemental may disperse the summoned elementals
back to their original timelines as a bonus action, causing all summoned copies to
disappear.