Time-Tortured (5e Template)
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This is an adaptation of the Atata in the The Immortals Handbook Epic Bestiary. No text has been reproduced.
Eternal torture is a real threat in a cosmology that supports immortality , temporal magic or evil planes of existence. A time-tortured creature has suffered torment of unimaginable scope: imprisonment, spiritual anguish and physical torture for aeons – or even many cycles of cosmic time. The creature's mind has been broken many times, regardless of the strength of its will.
A freed time-tortured creature has cracked skin that oozes time. Its motions are jittery or frenzied. It it lashes out wildly, screaming with pure rage, irreversibly unable to repair its time-rended psyche.
Equipment. The creature does not have armor or weapons. Adjust the creature's AC and attacks as appropriate.
Abilities. Strength, Constitution and Dexterity all increase by 2. Intelligence is reduced to 6 and Wisdom is reduced to 11, if they were greater than those values.
Condition Immunities charmed, frightened, unconscious
Languages The time-tortured can understand all languages it knew in its previous form, but cannot speak
Skills the time-tortured loses all skills it had, except Perception
Alignment chaotic evil
Spellcasting. The time-tortured loses any spellcasting traits.
Temporal Displacement. A creature has disadvantage on attack rolls against the time-tortured unless it also has temporal displacement.
In addition, the time-tortured has advantage on Dexterity saving throws, except when the source also has temporal displacement.
Temporal Stasis (Recharge 5-6). A creature that hits the time-tortured with a melee weapon attack must make a DC 17 Constitution saving throw. On a failed save, time ceases to flow for that creature: it is effectively petrified and is also immune to all further damage and conditions.
The stasis persists until removed with a dispel magic spell: the stasis effect is considered to be an 8th level spell. A freedom of movement spell cast on the target will also end the effect.
The time-tortured 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 time-tortured regains spent legendary actions at the start of its turn.
Slip. The time-tortured moves half its speed.
Pain Gaze. One creature the time-tortured can see within 60 feet must make a DC 17 Constitution saving throw. On a failed save the target becomes incapacitated with excruciating pain for 1 minute.
Wail of Destruction (Costs 2 Actions). All creatures within 30 feet of the time-tortured that can hear it and have 50 or fewer hit points must make a DC 17 Constitution saving throw. Creatures that fail the save are killed.
When recalculating CR, consider the following:
- Increase effective AC by 8 (from temporal displacement, temporal stasis and pain gaze; these are multiple ways that prevent it from being hit.)
- Increase the effective per-round damage by 50 (from wail of destruction)