Time-Tortured (5e Template)
Time-Tortured[edit]
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.
- Prerequisite
The base creature must have an Intelligence of 6 or greater, and must be immortal (this includes most fey, fiends, celestials and elementals).
Statistics[edit]
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
Traits[edit]
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.
Reactions[edit]
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.
Legendary Actions[edit]
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.
CR Calculation[edit]
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)
See Also=[edit]
Homebrew creatures made with this template:
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